Sands of War

Sands of War

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Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Sands of War

Post by Gnomre »

Taken offline while v2 is in the works -- see my post a bit down the page

This is a port of the classic Gods of War map for Total Annihilation in the Spring engine. It is now set on a set of sandy islands instead of Mars, however, and it features similar metal output as the original, both from metal extractors and rocks.

Thanks go out to NOiZE for letting me use his rocks on this map.

This map may be distributed as you please, as long as you do not modify any of the files inside the sd7 archive. You may not charge any form of money for this map. You may include this map in any map pack, cover CD, or any other form of distribution as long as credit is given as due. I just ask that you send me an email telling me about it so I can see for myself :)

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Last edited by Gnomre on 06 Dec 2005, 09:15, edited 1 time in total.
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

I'm gonna go murder some pepole for money to buy enougth power to have shadows. THE BLOOD IS ON YOUR HANDS!

Srsly, thats awesome. Really, fucking, awesome. Might gonna make me play Water maps aging.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Teh sexxy

Post by Pxtl »

Solid inspirational source, done up in a goregeous style. I love the yellow. Perfect. This is what every Spring map should be. I'm itching to try it out in game.

Now just make a bigger version for 6-10-player games.
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Zoombie
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Post by Zoombie »

I dig the yello style.
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Nemo
Spring 1944 Developer
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Post by Nemo »

Rockin'

Awesome job Gnome.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

When I saw the minimap, I wasn't too thrilled, but the screenshots are great! the yellow definitly looks great and it definitly does have the Gods of War feeling to it...

good job gnome :)
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Very nice indeed :-)
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

I just Love it!
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SwiftSpear
Classic Community Lead
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Post by SwiftSpear »

Personally I'd like to see it less yellow... but its good either way.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Some of the rocks are overlapping.

also pdrock1 has my old texture, i fixed that in the PD map maybe u can use that texture
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

I was wondering if the "OMG SO COOL!!1!11" factor was coming only from the strong smd values that makes it all shaded and yellowish, and if on an old GFX card it would looks crap.

So I run the experiment of removing shadow, yellowness, shading, etc..

Well, it still looks good.

It even looks extremely good considering the 1.9MB size.

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However, even on that map, there are things I don't like:
- Only five start pos? C'mon it wouldn't take long to make it have 10 or even 16 start pos.
- What's with the metal distribution and lack of visible metal patches? If it was a brand new spring only map, I would like those banana shaped metal area, but this is a GoW remake, so it must have small localised metal patches. Going planes first and bombing the mexx are an integral part of GoW range of strategy. It doesn't work if you don't keep TA small patches and small mexx radius. Plus, even for blurry extensive metal, I always hated maps where metal area use the exact same texture as non-metal area.
- The yellowness is too strong! Keep the long shadow, but please reduce the yellowness applied to the terrain. The terrain would look better without that heavy yellow filter.
- Lack the flora.
- I thought wind was higher on GoW.
- Some rocks are placed atop a metal patch. Well, it isn't as bad as one could think, since Spring auto-reclaim before building.
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AF
AI Developer
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Post by AF »

A brilliant example of someone usign lighting correctly, and taking a map and not just porting it to spring but makign ti a map, and not just a dirty port.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Some of the rocks are overlapping.

Yeah, that was intentional, since there are only three models. I tried to cheat by merging them slightly to give the appearance of a different rock ;)

also pdrock1 has my old texture, i fixed that in the PD map maybe u can use that texture

Meh, will replace if a v2 is made. Not a big enough deal on its own, I think it looks fine.

- Only five start pos? C'mon it wouldn't take long to make it have 10 or even 16 start pos.

Yeah, I suppose I should have put in more, but I guess it slipped my mind. I will if I do a version two for sure.

- What's with the metal distribution and lack of visible metal patches? ...

It's a new engine. Not everything has to be 100% like the OTA version. If it was, it'd still be Mars, it'd be much flatter, pels/other hovers would have very severe problems navigating, ... and so on. You can't cheat these metal patches anyway (at least, I found no combination that allowed getting more metal than you should), so it's not a big deal. I personally like the fact that where you bomb might not be exactly where they have the mex. It encourages scouting first instead of just blindly bomber rushing. I figure the map is 8 years old and easily the most played TA map; it won't hurt it to give it a small breath of fresh air.

- The yellowness is too strong! Keep the long shadow, but please reduce the yellowness applied to the terrain. The terrain would look better without that heavy yellow filter.

I disagree, and it seems all sans one in this topic do too. I like the atmosphere created by the strong yellows, which gives a nice dawn feeling along with the shadows.

- Lack the flora.

True, but I thought no trees would be better than pine trees on a beachy looking map. Grass may have been acceptable, but you can't reclaim it like you could foliage in OTA. The energy flora on the original GoW only served two purposes anyway: The bomber rush, and annoyingly blocking you. Of course, Spring does auto reclaim, but oh well. It's not ultra important, IMO, but I guess I can go model some palms if people really miss flora that badly.

- I thought wind was higher on GoW.

I thought it maxxed at around 20, but on second thought it may have been a few points higher. Again, that can be changed if there is demand, but I don't see it as a crippling enough issue to warrant a v2 on its own.

- Some rocks are placed atop a metal patch. Well, it isn't as bad as one could think, since Spring auto-reclaim before building.

Indeed. Since most people start off with a couple energy, a mex, and a factory, it won't harm to reclaim a rock at that point. It's another one of those "I suppose I could adjust it if people want it done" things.

Thanks for all the positive feedback. I just have to say you mapmakers need to get your tools and tutorials in proper form, though, since it's a freaking pain in the ass to run around finding everything... tutorials say one thing, readmes say another, some things say to download this, others to download that... it's really annoying!
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zwzsg
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Post by zwzsg »

When I said I wanted flora, I was talking about the alien plant that grow on Rougpelt. I would indeed be very angry if you used a pine tree on gow. Even if you used palm tree. I wanted you or NOiZE to make a s3o of those tentacles-growing-ouf-of-a-couple-balls.
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Decimator
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Post by Decimator »

Commanders never completely submerge in the water. You can still bomb their heads. :P
Gnomre
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Post by Gnomre »

Urrrgh I thought that was fixed! The commanders' heads didn't pop up in that game where I took the screens! What mod?
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Decimator
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Post by Decimator »

The mod was AA, though I thought that commanders were the same size as in XTA.

Edit: just went and checked, and the XTA commander's head pokes out above the water too. In both mods the commander was core, but I suspect that arm would have the same problem.
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PauloMorfeo
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Post by PauloMorfeo »

zwzsg wrote:...
- Some rocks are placed atop a metal patch. Well, it isn't as bad as one could think, since Spring auto-reclaim before building.
Actually it is because, when you start, you are capped at maximum metal and, if you need to reclaim a rock to build the mexx (usually my first building), it just gets wasted.

This map is much about water so, for the strategies about staying on land to be viable, maybe there needs to be more wind (but i'm just guessing since i only played it 3 times yet. Hopefully more in the future).
Decimator wrote:Commanders never completely submerge in the water. You can still bomb their heads. :P
The water seems, indeed, to be too low. In XTA, i can't build an underwater metal extractor.

Even though i heard some of the people that played with me complaint about the map beeing stupid (happens frequently with maps of diferent gameplay styles which people don't know yet how to play), the map is very good. I'm looking forward for some more nice fights in it.
Also, finally another nice water map.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Gragh, I see what I did, I didn't use the right heightmap when I compiled the final version with the rocks slightly adjusted, and I've already deleted the fixed hmap I had (so I'll have to work from an older copy). Sigh, I'll just have to remake it tomorrow, it's too late to be frustrated by pelicans having issues getting up the freaking coasts again while having the water deep enough...

I'll fix the rocks on metal, wind (it should be max 27, not 20), and add more start positions while I'm at it. I'll make sure to save my damn source files this time too :P

I'm going to go ahead and take this version off FU, no reason letting it propogate for now...

Why are you building UW mexxes on GOW?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Start Positions

Post by Pxtl »

Oh, my "6-10 players" suggestion wasn't to add more start positions to this map, but to make a "deluxe" version that's bigger. 5 start pos is plenty for a map this size.
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