new map released: SnowScape
It is a 20x20 map with large rolling snowdrifts, moderate metal that is spread over the map, and white-out conditions that make it a hazard to fly (well, if that could be simulated...)
you can download the map [edit]Here(Version 2). I've uploaded a minimap picture, and several in-game pics, as follows:[/edit]
Last edited by FizWizz on 28 Dec 2005, 10:46, edited 2 times in total.
I like the new map. I see there is a unknown feature error
that displays when the game starts. I've ran into this error.
It's caused by a space or a return left in the fs.txt file. You
can edit the fs.txt with backspace to remove spaces or
enters... It sounds dump ... but I spent a week trying
to figure out why I had 2 unknown feature types after
compiling my map ...
odd, I have not recieved any error from it at all, and I have used the mods FF and UH on the map before releasing it.
my fs.txt has absolutely no content in it, and I didn't use a feature map, so I don't know what would cause that.
and thank you NOiZE, for reminding me that there are no screenshots. I'll try to fix that some time tonight.
I like the map...except for 1 BIG problem. the for corner metal spots give 8.1 metal each. This is 30 with a moho. The map is so big, that early rushes are useless. By the time you get to the other side with your level 1 units, your enemy is gonna have mavs. Having this much metal in one spot really discourages good play.
so now that some screenshots are up, what do you think?
I know about the spawn-point metal extractors giving +8, I was just toying around with the idea and wanted to know how it would turn out.
Another thing I did that was a bit experimental was effecting the move speeds. currently the T/K/H/S is .8/.9/1.25/1, so that may make expanding a bit of a problem. The thing is, defending your base ought to pose a little difficulty, since the map is pretty spread out. I was hoping to make the map feel much more expansive than it is.
Played a game of AA on your map yesterday, and I had a few suggestions and issues:
1) The metal. I'd suggest that you eliminate the four uber metal spots (that give +8.1). It's ridiculous to give someone +8.1 with one mex to begin; makes it so that in the "choose start location" mode, you absolutely know that your opponents are starting next to those. My other metal suggestion is to double the maxmetal value. Currently, all metal spots beside the uber ones give +0.9... I think that it's more reasonable for them to give +1.8, or maybe a little less (+1.5 would probably be ideal).
2) The undulating surface makes it so that you can see your opponent's base in construction and always know the locations of your opponent's buildings, more so than in most other maps. This isn't exactly a problem per se, but it's something to take into consideration if you don't like people taking advantage of this feature.
3) The texture is much too white! Personally, I found that playing with metalmap on - playing with the F4 overlay on - made a much more pleasurable playing experience. You may want to experiment with darkening the texture a little bit, simply for our eyes' sakes. Also, maybe adding more contrast to opposite sides of hills so that you can see the relief from overhead - while I personally use Total War style camera, I can see that it would be a problem for those using the overhead TA-style and rotatable overhead cameras to see where the hills and valleys are.
Overall, I think it's a nice map that needs a little bit of work, and I look forward to seeing a v2 out soon!
And I like the map design too. I much prefer simpler, more natural looking designs like this to the complex designs that try and look fantastic, but really compromise gameplay.
And Caydr, 95% of the Star Wars: Spring units are taken from the original SWTA port for OTA, and hence are low poly. What might have looked good in OTA won't necessarily look good in Spring.
We are in the process of remodelling all the units. That probe droid will get a remodel soon, too.
Check out the Imperial Stormtroopers and the Imperial ATRT for an example of how nice the SWS units can look when remodelled.
Grass appeared all over in scarce patches...that took away from the map...but other than that I like it
The probe droid from imperial authority is oversized and is harder to manage than a cloudcar, but the model is allot better...
Isaactoo wrote:Grass appeared all over in scarce patches...that took away from the map...but other than that I like it
The probe droid from imperial authority is oversized and is harder to manage than a cloudcar, but the model is allot better...
Holy Crap! I didn't notice that, and I almost released version 2!
I'll figure out why it is doing that and fix it right away
V2 has been posted, you can find it Here.
The metal has been changed to a conventional scheme with patches giving 1.5 metal, and the grass problem has been fixed. The terrain visibility problem also got a very slight tweak, the snow ought not to be as blinding.