.:New Map:. Bypass_v1

.:New Map:. Bypass_v1

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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

.:New Map:. Bypass_v1

Post by MR.D »

16x16 map
2 main Highways to send units at oposing teams, with Hilly areas in between that have all the expansion metal.

Gather metal on the sides, rush with units on the roads.
This map uses a Type map for the different terrain in the map.

All units get speed advantage on the roads, but Vehicles get a .3 advantage in speed over other units on highway only.

The expansion metal is in the areas between the roads and in fair cover.

Alot of choices and strategies available to reach your enemy's base.

Best suited to 3v3 but can handle a 5v5 just as well.


Thanks go out to Forboding Angel, and Decimator for helping me test the map.
Sub-maps and screens also available here
http://www.fileuniverse.com/?p=showitem&ID=2561

**DOWNLOAD LINK**
http://www.fileuniverse.com/spring/Bypass_v1.sd7


And please guys, if there are improvement or suggestions for revisions don't remain quiet, I need your Feedback.

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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

I like the hills, they seem realistic, and the texture is nice too, however, the roads are both bland and cliche'd.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I haven't played this yet, so I'll just a say a couple of things, based on the screens only. Please ignore me if you wish, these are just first impressions.

The good:

It has that browny-greeny grass feel of Altored Divide, which feels very natural, and that's fairly hard to accomplish. The hills and details on the heightmap seem very naturalistic. Overall, while it's a somewhat unexciting piece of real estate, it still feels like a place.

The not-quite-perfect:

1. The roads seem incredibly over-sized for Spring's scale. Yes, yes, I know- scale is very flexible, and players will go for all sorts of things that make no sense. However, it just feels wrong to me.

2. Nobody builds roads that straight. Even in Kansas.

3. It really doesn't have anything to suggest it's land remotely worth fighting over. This is a common problem with a lot of maps set in Nature- I always think to myself, "why are Arm and Core fighting over this worthless desert/island/whatever"?
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

I should have drawn the main roads with 4 lanes instead of being 2 lane, once you see Bulldogs on that road in formation, you will see why it is that wide.

I havn't had a chance to play very many games on it, just to busy doing other things.
Does gameplay seem balenced and those aspects feel right?

I know that I will be removing the fog for next revision, and a couple people wanted Visible metal patches on it.

On another note, it is a push the middle type map.

There is clustered metal in the center of each section, so fighting over it will double your metal income based on 3v3, and I would call that grounds for being Important to take...
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

put some city blocks where the roads meet.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Is that an offer to make some building props Smoth? :-)

That would really be nice to do, might require some rearanging of the metal patches though and a few other small tweaks, but yeah if I can get ahold of some props as buildings, I'd redo some of the map to lay out a few grids.

Another thing I would absolutely love is to make small Villa houses on top of some of the hills.
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Did you put a noise filter over the ground texture? Does it tile?

There seems to be alot of red purple and orange in the ground color when you get up close and it looks really strange.
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