Map Request: Gods of War

Map Request: Gods of War

Discuss maps & map creation - from concept to execution to the ever elusive release.

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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Map Request: Gods of War

Post by NOiZE »

This map had really kool gamelplay in OTA so probaly will hav too in Spring but now we need someone to make it, and we don't want a port, we want a properly textured map preferable with some rocks..

So who is willing to give it a go
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Hmm, I could re-render that sandy one I did for OTA and put it in Spring, maybe... I'll have to hook up my rendering slave computer first, though, which is on the floor in the other room...
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Weaver
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Post by Weaver »

I'll have a go at it.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

It'd be a hard one to do well. Not only is the gameplay really defined and well known, but it would be a hard one to get looking good.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: Map Request: Gods of War

Post by PauloMorfeo »

NOiZE wrote:Map Request: Gods of War
:shock: And me thinking i was the only one who have been missing it. I was even thinking of making a similar version of it in the setting of planet Ergos.
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Guessmyname
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Post by Guessmyname »

Its already been made. It just needs converting to the new format and that
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Image
Image
Image

Just tweaking the metal map right now, then I'll mess with the water and sky (I shamelessly stole them from The Pass for testing ;)). Need rock features!
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Guessmyname
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Post by Guessmyname »

Since when did The Pass have water?
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Water settings still have to be there.

Screens above updated, I'm happy with the water and sky now. Also a pic of the metal map. Each island gives 8.5-9.0 metal total, optimal distribution is 4 mexxes per island but since I used the Spring method there can be some variation, therefore people won't know *exactly* where to blindly bomb ;)

Now I just need some rocks to add...
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

I like the sky and lighting settings, as well as Sand instead of Mars. It's good to see people taking the 'feel' of the original map, but not be obliged to make an exact replica, such as on the recent remake of The Pass.

I do think the land could be a bit higher; firstly because it looks very flat, and I didn't get that impression form the original GOW. The other problem being that after a bit of bombardment, those islands are going to be full of ponds, and largely unuseable. Unless you fiddled a lot with the ground deformation.
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Nemo
Spring 1944 Developer
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Post by Nemo »

Ground deformation settings would have to depend on how true you want to be to the original.

Personally, I think being able to sink the peanut would be very neat.

Did you go naval, and don't have the resources to fortify an island? Sink it!

The sky and overall scheme is excellent, nice job Gnome.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

IT CAN NOT GET ON THE LOWEST PART OF THAT ISLAND RIGHT THERE EVEN THOUGH THE MODEL PHYSICALLY HOVERS HIGHER THAN THAT

Image

I fucking hate Spring's pathfinding.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

do u use the OTA mod?

XTA and other mods hav modified maxslopes now
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

That screenshot was taken with XTA in the latest version of spring. I haven't tried it with OTA yet.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

It's way too yellow. Give us back our red and blue or I'll release a hungry SpecialFred on you.

Knowing exacly where to bomb is part of GoW gameplay. GoW is the most played map, if you don't replicate it down to its glitch, I'll call unto you the wrath of the zoners.

And don't forget that rocks and alien plants have to be placed exactly where they were too.
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Maelstrom
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Post by Maelstrom »

Forgive me for not playing much OTA, but what was the glitch in GoW?
Warlord Zsinj
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Post by Warlord Zsinj »

Wasn't so much a glitch that it was so well played that everyone knew the map off by heart, and had the gameplay down to a T.

There was a glitch in OTA whereby bombers actually had a reload rate of 0, and only stopped firing when they passed their targets, so by repeatedly clicking fire in front of your bomber, you can effectively get it to drop a long line of bombs. Combine this with the above point, and you get people who can take out half your energy and all of your metal patches in a single pass with a bomber on GOW.

I never liked playing GOW with the TA vets (unless it was a FFA), because it became impossible to even get a foothold in the game. You either knew everything, and the deciding factors were a few microseconds with which you were faster than your opponent, or you were cleaned up without a chance.
It came far too close to StarCraft learning-by-rote gameplay for my liking.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

True, one would have to allow line bombing in Spring for GoW to be the same.
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Weaver
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Post by Weaver »

Weaver wrote:I'll have a go at it.
Or... not.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Ahk, I like that yellow variation, release 2 versions if you're gonna change the yellow.
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