New Map: Horst and Graben

New Map: Horst and Graben

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
Kluesy
Posts: 13
Joined: 30 Jan 2006, 22:57

New Map: Horst and Graben

Post by Kluesy »

New map by cBass and Kluesy. 20X20 supports up to 10 players.
Image
Image
Image
Image
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Looks good!!

it could use some random rocks, i feel a lot of maps are missing that!

can we download it somewhere?
User avatar
Kluesy
Posts: 13
Joined: 30 Jan 2006, 22:57

map dl

Post by Kluesy »

oops....sorry forgot to put the link in.

http://fileuniverse.com/?p=showitem&ID=2336
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

mwha, I'd posted a threat matrix image from NTAI of this map before you'd even posted the thread.

I dont see any AI's in those shots ;D
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

nice map

some comments:

metal extractor radius should be a bit bigger so upgrading to moho is easier

Again a map with High winds.
User avatar
Kluesy
Posts: 13
Joined: 30 Jan 2006, 22:57

about map

Post by Kluesy »

Yes....we will make the metal extractor radius bigger. We are currently working on putting rocks/boulders in the map as 3d objects. Also we are going to improve the rock texture on top of the hills. AF you are very snappy...beat me to da punch....a cookie for you! Also cBass should be releasing a desert type map soon. I believe it will be called Strata Mesa. Also I love wind maps....could bump it up to about 35-45 wind?
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i believe min wind should be really low, so it's risky too use wind early game

minwind= 1
maxwind= 20

best setting imo
User avatar
Kluesy
Posts: 13
Joined: 30 Jan 2006, 22:57

Post by Kluesy »

Yes that would make it more of a risk.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Kluesy, this si your final warning, where are you getting those cookies from. I'm the one with all the cookies, I'm the one who hands them out, aaaaarrggghhh
User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

those were some fun games last night, i was deathwhisper. i really liked the map. the wind is kinda nice but i think it should be turned down a bit. while it may not make as much as solar collectors all the time, it is cheaper to produce them and it pays off in the end. also, maybe flatten out the land a bit by the starting points. once you get to the top and bottome borders, its hard placing down buildings. great map though. cant wait to see it completely finished
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

As to wind:

Map-makers tend to randomly turn the wind-strength up or down, based on some feeling i suppose.

Cant there be some rough standard?

Like this:

Much wind on flat maps that are not desert.
Low wind on hilly maps that are not including water.
High wind on maps that include much water, make land more valuable to defend.

Overall, make wind-farming only possible on terrains that would naturally allow, and make it only possible on maps where ground is hard to defend, for example island-maps and flat-maps, so ppl cant just unker their wind-farms in.

The reason why wind gens are easy to kill is, that they provide cheap energy.
So having much wind on maps with easily defendable wind-farms, like a hilly map without water, is counter-productive to good gameplay.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Hmm, that is a good point andresk. One reason why I usually set wind from 0 - 30 is to counter the fact that geo's generally don't work half the time. I will however take your thoughts in mind in the future, I like your ideas.

Ok, I have a huge gripe with this and karst. From what I can tell you guys are not using actual textures for the ground and whatnot. To the untrained eye this can be ok looking, but to anyone else that takes the time to notice it looks bland and ugly.

I can't tell you how dissappointed I was when I loaded up karst for the first time. It was a complete letdown. Same with this one.

Look, you can't use flat colors for the terrain (or 32 x 32 textures for that matter). I understand that not using an actual texture makes it easier on you, but you end up turning what should be a beautiful map into bland.

If you would like help on proper texturing, I would be happy to help you, but please, use actual textures! I would really like to be able to look at these maps and enjoy the fact that I'm looking at them :D

Nice layouts btw :)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I haven't downloaded this map, but from what I can see in the screenshots it looks pretty decent. There's nothing wrong with trying to emulate Empyyrean-like terrain in Spring.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

I really like the layout of this map. The only advice I can give is to work on your metal patches; honestly they look more like oil slicks than metal. Once that is fixed this map will really rock, it is already fun to play.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

My only concern is are vehicals viable at all in a map like this?
User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

SwiftSpear wrote:My only concern is are vehicals viable at all in a map like this?
if you build vehicle plants on top of the hills, they wont be able to get down. theyll basically be defense for the base. if you build them on the ground, they can get around easily but again, they can only be used on the ground. kbots and airplanes are the main forces in this but tanks still help on the ground war.
User avatar
Kluesy
Posts: 13
Joined: 30 Jan 2006, 22:57

Texture....

Post by Kluesy »

The map has a tilled texture (yes it is a texture!) in all of the low lands. If you notice that all steep parts of the map have a rock mixture texture that is a mix of gray colors. The point was to try and make a terrian that looks real...(like altored divide)....this is only the first version and my 2nd map. Karst is plain becuase is suppose to be......plus it is only 4mg. The hight map for Horst and Graben was created in Photoshop....and terragen was used for some textures. We are fixing the metal textures and adding rocks as 3d objects at the base of the mountains were they would noramlly be because of erosion and gravity. The wind is set high becuase it is a mountain setting. The wind is high in these regions in nature so I made the wind high. If anybody knows how to set wind to be low in certian areas I would like to know. Valleys and such between the mountains would then have low wind.
Post Reply

Return to “Map Releases”