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[Release] Fizzy Lakes V2 (now with Screenies)

Posted: 07 Jan 2006, 04:21
by FizWizz
I've finally released a good and solid version 1 of the first map I meant to make: Fizzy Lakes!
[EDIT]Version 2 is now out, scroll down a couple posts to see it[/EDIT]

Posted: 07 Jan 2006, 10:44
by NOiZE
i'll wait for the screenshots then

Posted: 07 Jan 2006, 17:12
by Aun
I liked the old versions, and it's a small filesize, so I'm downloading anyway.

Posted: 07 Jan 2006, 18:48
by Isaactoo
It's a really good map :-)
It looks good and the metal distribution is neat.

Posted: 09 Jan 2006, 09:58
by FizWizz
Version 2 of Fizzy Lakes is out. Changes include:
-Generally harder ground overall.
-The three lake crossings have been raised so that ground units in Absolute Annihilation can pass over them.
-Two geothermal spots have been added, one for the north side and one for the south side.

You can download the map Here

Minimap:
Image

Metalmap:
Image

In-Game Shots:
Image
Image
Image
Image
Image
Image
Image
Image

This last shot is to show you guys the suffering I went through on max visual settings so that you could get the above shots
Image

Posted: 10 Jan 2006, 06:48
by FizWizz
One last thing I forgot to say: Although this map was mostly just me, like my other ones, I wouldn't have been able to get V2 out without Caydr's suggestion to keep geothermal vents down as low as possible, which didn't occur to me. Otherwise, I would have release another Geo-free map.

Posted: 10 Jan 2006, 09:15
by NOiZE
the screenies don't work for me :S

Posted: 10 Jan 2006, 10:07
by FizWizz
NOiZE wrote:the screenies don't work for me :S
gah! you are impossible to please, aren't you? Play the map, for goodness' sake. Images show you what it looks like, but you gotta play it to see how it really works.

Posted: 10 Jan 2006, 11:38
by NOiZE
sorry screens should give ppl motivation to play the map. i simply refuse to play anything be4 i see screens!

Posted: 10 Jan 2006, 20:32
by Chocapic
yes, you should get on the map and take some fps screenies, so ppl can have a better idea what it looks like

Posted: 11 Jan 2006, 01:11
by Caydr
Does AA have unusual maxwaterdepth on land units? What should it be changed to?

Posted: 11 Jan 2006, 03:43
by FizWizz
I had originally used XTA to test this map, which would explain why the bridges were too deep. I experimented with the different OTA-derived mods and got these numbers:

Code: Select all

AA
Kbot: ~12
Vehicle: ~12

XTA
Kbot: ~26
Vehicle ~12

UH
Kbot: ~12
Vehicle: ~12
as for what they should be changed to, if they are changed at all, is up to you. Related to this, I took screenshots of many AA units at their maximum depth, to show how immersed they actually are, and I e-mailed this pack of pictures to you.

Posted: 11 Jan 2006, 07:32
by Runecrafter
Caydr what ever you do can you try to make it so that the land units have the same maxwater depth as the water units minwater depth, that way there can be areas where both unit types can cross. as it stands now that is not possible with your mod :? and... I must say that I really enjoy AA.

Thank you for your time.

Posted: 11 Jan 2006, 21:22
by Caydr
Well I can't say this for absolutely certain... but you're wrong there. At the very least, I'm pretty sure that destroyers, skeeters, and cruisers should be able to cross very shallow water. Probably not battleships tho.

~~

Here's some hard facts:

Code: Select all

[CLASS5]
	{
	Name=BOATS4;
	FootprintX=4;
	FootprintZ=4;
	MinWaterDepth=3;
	CrushStrength=40;
	}
[CLASS6]
	{
	Name=BOATS6;
	FootprintX=5;
	FootprintZ=5;
	MinWaterDepth=4;
	CrushStrength=50;
	}
I'm not going to the trouble of figuring out exactly what units use these two movementclasses, but it would have to be a fair number or I'd have removed them.