Ok here you go Map #2 Ancient Arena

Ok here you go Map #2 Ancient Arena

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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Ok here you go Map #2 Ancient Arena

Post by Runecrafter »

Ok here you go this is my seconed map Ancient Arena hope you like it. You can download it from here http://www.fileuniverse.com/?p=showitem&ID=1715[/img]
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Image
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

That. Looks. Amazing.

Dunno how well it would play though, people might be to buzy drooling over the map.
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Inovative.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Maelstrom wrote:That. Looks. Amazing.

Dunno how well it would play though, people might be to buzy drooling over the map.
I think you might be going overboard a little there. It's certainly a bit different from anything we've seen layout-wise, and the lighting is nice (too many maps use shadow settings that are far too light IMO), the morning/evening feel really looks good on it.

That said, the texture is bland in my opinion. You can see he's tried something with the tops and bottoms of the walls there, but it really kind of looks unnatural. It'd probably look better of the entire wall was solidly colored with that dark brown tone. I'm also not sure about those spiky hills between the apparent base locations, though I'm sure they're to prevent building up there. Again, however, I do not believe it looks very nice; Look at mufdvr's rendition of The Pass for good looking yet effective build-blocking mountains.

From a gameplay perspective, it certainly could be interesting--you could easily line up shots into the middle from the sides, and high trajectory would probably work nicely for neighbor shelling. The map might be a bit porc-y, but I can't really comment on that fully without playing it first. It certainly looks like games would get a bit more drawn out on this map, though, especially if any aircraft restrictions were in place. The glaring gameplay issue I can see is that area behind the corner base in the screenshot--it looks like it's rather flat, and buildable. I believe that should consist of those building-blocking mountains so any corner players can't have an advantage over edge players in terms of build space available.

Just my two cents from looking at the screenshots.
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chrono
Posts: 44
Joined: 05 Jul 2005, 22:52

Post by chrono »

the texture is definitly lacking, pretty nice tho. There may be alot of crashing problems, depending on how high those middle parts are, if they are right at the top and something large explodes spring can have problems.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

How soft is the terrain?

Post by Pxtl »

I notice the actual ground is extremly flat (outside of the walls) - will it stay that flat, or is the terrain soft?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Great Map!!

one complain the metalextractor radius is too small...
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

.

Post by hrmph »

This map is cool, the only thing that comes to mind when looking at the first screenshot is that the sun should align more with the shadows. Then the sun would shine through the two pillars perfectly; reminds me of the sunrise shining through stonehenge.
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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

Working on some new textures, and seeing about adding features like rocks or somthing, also going to get the light coming from the correct direction. The edges of the map are under water so in the screen shots it looks flat. v2 should be done soon (maby 1-2 days) thank you all for the advice and ideas :-)
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