Been a while since a new Map thread was posted...

Been a while since a new Map thread was posted...

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

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Been a while since a new Map thread was posted...

Post by Forboding Angel »

So I might as well post one :-)

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Name is EvoRTS Higher Grounds v12, coming soon to a springfiles and plasma server near you (maybe within the next day or so).

It's a remake of "Higher Grounds v2" by flopflop. New texture, new heightmap (based on the original), ssmf, normalmapped, etc etc and pretty features! :mrgreen:

All map features are 10 energy, 0 metal and can be reclaimed. Fences/lightpoles/etc are non-blocking.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Been a while since a new Map thread was posted...

Post by PicassoCT »

Looks like fun to play - also good
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Been a while since a new Map thread was posted...

Post by Forboding Angel »

Oh, I forgot to mention that the default mex placement is suitable for ZK and BA.

Uses lua metalmaps.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Been a while since a new Map thread was posted...

Post by Beherith »

10/10. Great work!
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Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: Been a while since a new Map thread was posted...

Post by Funkencool »

Very solid map :-)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Been a while since a new Map thread was posted...

Post by Forboding Angel »

Not sure if it matters to anyone, but feature count is about 1200. Most of that is light poles and fences though.

I also forgot to take a screenie of the middle which is a meshwork of pipes and geothermal vents (4) and exhaust... stuffs. :-)

Default metal layout is exactly the same as Higher Grounds v2.

If anyone wants it, the evo metal layout is here:
https://code.google.com/p/evolutionrts/ ... %20v12.lua

It's a bit more traditional, and while keeping the middle important, also emphasizes the importance of the platforms as well.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Been a while since a new Map thread was posted...

Post by Forboding Angel »

Umm, looks like I'mma have to bake evo's metalmap in, but will provide a config in the map suitable for *A/ZK (or you can just use evo's layout... it's pretty good).

Delayed until I can figure out what it is in evo that is causing spring to shit all over itself.
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Been a while since a new Map thread was posted...

Post by klapmongool »

Forboding Angel wrote:Umm, looks like I'mma have to bake evo's metalmap in, but will provide a config in the map suitable for *A/ZK (or you can just use evo's layout... it's pretty good).

Delayed until I can figure out what it is in evo that is causing spring to shit all over itself.
What is the difference in metal layout between evo and *A?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Been a while since a new Map thread was posted...

Post by Forboding Angel »

Well in the original *A layout, you ahve 4 mexes in your starting square, 2 on each of the platforms and like 10 in the center.

Each spot gives +5


Evo works differently because in evo, every mex gives 0.5 period. Evo is designed for a 5 mex start and metalmakers are a legitimate strat in evo because energy is used to fire. One mm gives +1 metal, but drains -10 energy (nuclear powerplant provides +10 energy), which is a pretty big deal.

Your energy pool in evo to start with is only 250 and in a battle, that 250 will disappear almost instantly, so when you're using mms, you're having the tradeoff of energy consumption and losing the ability to stay in a pitched fight as if you run dry, your units won't fire.

So, I say all that to say this...
Evo layout is 3 in your start square, with 2 close to your square up above on the platform on either side (so potentially 7 spots nearby), with 3 in the loading zones and about 10 in the center. Keep in mind, build ranges for units in evo is huge.

The evo layout mexes will give +2 apiece for non-evo games.

Hopefully I explained that so that it makes sense :-)
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Been a while since a new Map thread was posted...

Post by Jools »

Forboding Angel wrote:The evo layout mexes will give +2 apiece for non-evo games.
2 metal/s is standard for ta-based mods. 5 would be excessive.

I like how the map looks but I don't understand why the name is prefixed with evo. Does it not work on other mods?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Been a while since a new Map thread was posted...

Post by Forboding Angel »

It's prefixed with evo because I made it for evo.

Jools. You're misunderstanding the original intent of this map... It was supposed to originally be a rush for the middle map.

Evo layout kinda takes the emphasis off of that.
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Been a while since a new Map thread was posted...

Post by klapmongool »

Forboding Angel wrote:Well in the original *A layout, you ahve 4 mexes in your starting square, 2 on each of the platforms and like 10 in the center.

Each spot gives +5


Evo works differently because in evo, every mex gives 0.5 period. Evo is designed for a 5 mex start and metalmakers are a legitimate strat in evo because energy is used to fire. One mm gives +1 metal, but drains -10 energy (nuclear powerplant provides +10 energy), which is a pretty big deal.

Your energy pool in evo to start with is only 250 and in a battle, that 250 will disappear almost instantly, so when you're using mms, you're having the tradeoff of energy consumption and losing the ability to stay in a pitched fight as if you run dry, your units won't fire.

So, I say all that to say this...
Evo layout is 3 in your start square, with 2 close to your square up above on the platform on either side (so potentially 7 spots nearby), with 3 in the loading zones and about 10 in the center. Keep in mind, build ranges for units in evo is huge.

The evo layout mexes will give +2 apiece for non-evo games.

Hopefully I explained that so that it makes sense :-)
Ty. So i guess BA can use this map :P
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Been a while since a new Map thread was posted...

Post by Forboding Angel »

Yeah. BA atm can't read LUA mex maps (would be an easy thing to add), so the config is a bit useless for BA till someone adds in lua mexmap config support, but like I said, it's really easy to do. Simply grabbing the easymetal gadget from evo and dumping it in BA would add the support, for example.

But yeah, the config is in there for anyone who wants it. Course games can make their own configs to override the default as well, so there is that.

Edited to v13 cause I dicked up the metal amounts -_-
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