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..:: New Map - Center Rock - V11 & V12 ::..

Posted: 22 Apr 2006, 23:04
by IceXuick
CenterRock

The map is now ready for download. For the latest in-game screenshots, check the following pages of this thread!

[EDIT]

Download CenterRock V10: (2 players)
http://www.fileuniverse.com/?p=showitem&ID=3032

Download CenterRock V11: (4+ players)
http://www.fileuniverse.com/?p=showitem&ID=3046

Download CenterRock V12: (6+ players)
http://www.fileuniverse.com/?p=showitem&ID=3071

[/EDIT]

Okay, for those who like to see some in-game action. The map is nearing its completion, but maybe some people have some good suggestions, that also can be implemented.

I wanted some more and/or larger Rocks, but the features a giving me a headache (texture-less or unknown).. Maybe i will add some cactussen..

And i maybe need some tweaking on the water..

Here are some OLD screenshots (of version 0.5, for the V10 screenshots, check the 2nd page of this thread!!:

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Let me know!

Posted: 22 Apr 2006, 23:14
by Egarwaen
Looks good!

Posted: 22 Apr 2006, 23:16
by Comp1337
You, mr IceXuick, are pushing the limit of this games beauty with every map you make.
I love the looks of this! A+ :lol:

Posted: 22 Apr 2006, 23:19
by IceXuick
Thank you very much!!

I just happen to stumble in this project, TA: Spring (I loved TA, and played it probably over 1000 hours...) and that my quite limited skills, are being appreciated!

Thx!!!

Posted: 22 Apr 2006, 23:41
by Egarwaen
From the look of the screenshots, the texture does look not entirely realistic in-game, but it works well. It's a nice, clean desert texture, a welcome break from the grass mish-mashes.

Posted: 23 Apr 2006, 00:39
by Kixxe
Me likey!


Very TA ish:D

Posted: 23 Apr 2006, 00:47
by FireCrack
Looks like you're getting some texture quantisation there, i'd try and sort such out.

Posted: 23 Apr 2006, 00:56
by IceXuick
can you explain in simple english? :)

Posted: 23 Apr 2006, 01:28
by Min3mat
that is very nice. please do dryriver next though please! :D

Posted: 23 Apr 2006, 01:43
by Dragon45
FireCrack,i think that's part of his style.


Ice, the map looks f'ing fantastic. Pro quality mate :shock:

Posted: 23 Apr 2006, 02:14
by Zoombie
Its a very nice, stylish map.

I LOVE IT!

Posted: 23 Apr 2006, 02:36
by FLOZi
The only thing I might suggest is to 'muddy up' the water somewhat. :-)

Posted: 23 Apr 2006, 03:01
by smoth
how do you get bryce to render a texture larger then 5,800?

Posted: 23 Apr 2006, 03:31
by bamb
I like the rocks with the plants. Cool.

Posted: 23 Apr 2006, 03:31
by Warlord Zsinj
I think the map is gorgeous, and reminds me of a TA map, without having the pitfalls of a simple annihilator port.

Gameplay wise, you may want to have more entry points for hovercraft, etc. The big problem I can see on this map is that it would likely be a porcfest, because of the few clearly defined choke points. If I were playing OTA on that map, it would be relatively clear that it's a bertha rush map.

Posted: 23 Apr 2006, 03:49
by Zoombie
I'd also love some hovercraft entry points, as I JUST LOVE hitting the enemy were it hurts with a sudden, unexpected, hovercraft attack. Its one of the very few times that I actually WIN at games, when the enemy leaves a big hole open for my hovercraft.

Posted: 23 Apr 2006, 03:54
by Egarwaen
Warlord Zsinj wrote:Gameplay wise, you may want to have more entry points for hovercraft, etc. The big problem I can see on this map is that it would likely be a porcfest, because of the few clearly defined choke points. If I were playing OTA on that map, it would be relatively clear that it's a bertha rush map.
Sounds like a good idea. I'd like to see some maps where Hover and Amphibious units are actually useful, and having sloping riverbanks most of the way along the river on this one could make that work very nicely.

Posted: 23 Apr 2006, 16:22
by IceXuick
@ smoth: Bryce (5 is the one i used), can render to disk (which all bryces can if i'm right).

@ Zoombie: When you do that, you can set the desired size to whatevar you want. The only bad thing of bryce, is that it's max heightmap is 4k x 4k. With some textures, you wil notice this, or you should render with ultra high anti-aliasing.

I could 'connect' the ridges in the bottom-left en upper right corner to the water. Then with a nice 'hoverable'-slope, you could use these crossings, to attack the flanks of your NME's base. I think i'm going render that one today.

@ Warlord: That is one thing that crossed my mind also. Maybe a low metal income, would make lvl1/cheap-lvl2 attacks interesting.

@ FLOZi: yes indeed i need to try and get the water texture to be right. However waters in the Grand Canyon is kinda like this blue-ish to, if im not mistaken.. But then again, these aint the grand canyons :)
I'll work on it!

@ everyone that posted: Thanks for all replies, info, critics and compliments !! That surely stimulates !!

Posted: 23 Apr 2006, 17:02
by Zoombie
I could 'connect' the ridges in the bottom-left en upper right corner to the water. Then with a nice 'hoverable'-slope, you could use these crossings, to attack the flanks of your NME's base. I think i'm going render that one today.
Sounds like a plan.

Posted: 23 Apr 2006, 18:18
by AF
Make the ater more orange, so it fits the sky (where's that blue reflection comign from!?!?!?!)

Otherwise it looks brilliant.

One ntoe though, Add a skybox that looks the same as it is atm, but add mountains inthe distance towering, it looks bare in the distance seeing just a great expanse of orange nothingness