Okie doke... here's a screenie, and some feedback. I really appreciate the effort of getting this built
Feedback:
1. I would really like it if the outer set of hemispheres was closer to the edges of the map. They should be an obstacle to movement laterally, as well as diagonally. Looking at my quick sketchup... you basically built it as drawn, so that's my fault, I wasn't thinking it through well enough (as I'm not a mapper, really, big surprise).
2. The hemispheres and trenches should be a little deeper, and I think it'd really be kewl if there was water at that level. As for movement- keep the angles to roughly 25 degrees or so, and all units will be fine. Make the trenches a bit wider, as well as deeper, because they should be big enough that the smaller units could (at least in theory) use them as lines of communication, and then emerge from relative safety and attack. I've done a lot've work with the MovementType stuff (basically re-wrote it all, got rid of a bunch of irrelevant categories, etc.) so don't worry if it causes problems with the old build of the mod- it's not really representative of where things stand.
3. While it's irrelevant to NanoBlobs whether or not it's metal, it'd matter a lot for traditional mods. I was originally thinking that the metal spots would be in the hemispheres and one on the top of each plateau, but if you want to keep it metal to keep it simple, go right ahead.
4. I think the plateau size and angle is just about perfect. Not big enough that you can porc for crap, and the angle of the plateaus means that plunging fire from defending weapons can rake the approaches, so players can defend somewhat- at the direct cost of taking up valuable real-estate. As an interesting side-note, it'll fit perfectly with one of the goals of NanoBlobs, which has been to give AI developers a good benchmark and show them a few things. For example, it totally hoses NTAI right now, because it won't seek building sites outside of a too-small radius (the distance that builders will go is an issue with anything, but in Blobs it'll really matter- if the AI can't build AutoFacs and get efficient unit production going, it's in big, big trouble).
Last comments are just aesthetic in nature, and if you would be willing to send me the image and/or the heightmap (preferably both) I'll do the image, if you'd be willing to run it through MapConv when finished.
Basically... I'd like this to feel like a post-industrial wasteland. Not so much the classic TA style, where they just draped one repeating "tech" tile over everything, but a mix of grates, greebles suggesting access locations, and lots of stained, cracked concrete, preferably with grass growing along the intersection between slabs (given the way that grass works, that might be a stretch, but what the hey).
I'm really looking for something that has a sense of place, even though it's still a very abstract battlefield, with little signs of having interacted with Nature, but obvious signs of being worn. The hemispheres and trenches need to be given a sense of purpose, as well as being functional objects, whereas the areas around them can make use of tiling quite a bit for efficiency's sake. Although, as small as the map is, I'm darn tempted to go to town and make it very un-tiled.
As for Features, I think it might be kewl to have a couple of decicript-looking cranes that towered over things, a few other random greebles, and I'd like to make a tube with a grate, like a sewer pipe, that could be placed so that it pokes out've the sides of the plateaus (I think that if the footprint is carefully managed, it shouldn't block things too badly). Basically, I want this to feel professional and polished, so that it really goes with the rest of the mod. Thus far, I couldn't be happier, though, and I really appreciate the work put into this
