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Grand River ver2 release

Posted: 25 May 2006, 00:56
by wizard8873
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so i noticed that the map had an error while loading so i uploaded a new version and changed the values around. here is the link and some screenshots. can one of the mods please take off the poll please? thanks.

http://fileuniverse.com/?p=showitem&ID=3304

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So, i decided to start making some maps. ill make this one and see how everyone likes it. i can't compile it just yet since i'm waiting for the license so i can make it the size i want, 24X24 but i did make a preview of it so tell me what you guys think.

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its called Grand River. It's supposed to take place where a large river was but has since drained leaving a much smaller one in a desert type environment. i'm trying to make maps where you need different strategies to win as a team. as you can see, nacy, air and ground will be needed to win in this map.[/url]

Posted: 25 May 2006, 01:29
by Dragon45
Make sure there's enough areas that are hover-accessible.

Also, spread metal relatively evenly; dont concentrate it in any one place too much.

Posted: 25 May 2006, 01:41
by Zoombie
That map looks really neat. I agree with Dragon 45. Make it hovery. Very hovery.

Posted: 25 May 2006, 01:41
by wizard8873
i'm going to make sure that you have to spread out for metal. i hate maps where if you control one spot, you can almost bet that you've won

Posted: 25 May 2006, 01:47
by Zoombie
Wouldent be cool...if...the metal...was ONLY in the water? I don't think we've ever had a map that has land and water and the metal is only in the water.

Posted: 25 May 2006, 02:00
by Das Bruce
Dragon45 wrote:Also, spread metal relatively evenly; dont concentrate it in any one place too much.
NO NO NO. Strategically placed concentrations for large maps.

Posted: 25 May 2006, 02:24
by wizard8873
well, i'll let you guys vote out which metal layout you way. if you don't like any of them, then place down one of your own and once i get to compiling, whichever one is the most picked, ill go with that one.

A) http://i35.photobucket.com/albums/d152/ ... layout.jpg

B) http://i35.photobucket.com/albums/d152/ ... ayout2.jpg

C)
http://i35.photobucket.com/albums/d152/ ... ayout3.jpg

if its pretty even, i may just make one with all three of those or the top three if anyone else gives their suggestions

Posted: 25 May 2006, 02:40
by Das Bruce
B is the best, but you could still do with reducing the ammount of stray metal spots by about half.

Posted: 25 May 2006, 11:03
by Aun
B is nice because it's spread out in groups of three, which is better early game.

Posted: 25 May 2006, 11:06
by Deathblane
Agreed, by not having so much stray metal it'll make the clumps more valuable.

Posted: 25 May 2006, 13:17
by bamb
Some suggestions.

Rivers / drain channels should start out thin and widen as they progress, as more water flows to them. Atm it doesn't look realistic at all.

The high bits should have a different texture?

Posted: 25 May 2006, 14:45
by Min3mat
the idea being the boats can get places and help => you need boats as well as vehicles amphibs hovers planes kbots etc

Posted: 25 May 2006, 15:22
by wizard8873
bamb wrote:Some suggestions.

Rivers / drain channels should start out thin and widen as they progress, as more water flows to them. Atm it doesn't look realistic at all.

The high bits should have a different texture?
actually, rivers start out wide and then thin out as they progress.
here's a link to a map to show you: http://www.nasa.gov/images/content/1033 ... -river.gif

the reason why they're the same lengh is because i want ships to be effective on this map. just because you control ground doesn't mean you'll win, thats my idea behind it.

what i want to accomplish with the first release is just to get the gameplay down. once that is done, ill concentrate more so on how realistic the map looks. gameplay>realism imo. as much as i like playing gorgeous maps, i can't stand it when there's a horrible layout of it or horrible gameplay. i want to start out with concept->gameplay->texture->final version

anyways, i got the license so ill get it compiled today and start testing it. should be released within a few days since i have a busy weekend. looks like layout B is the favorite. im just going to change on start position for the left side and itll be ready.

Posted: 25 May 2006, 15:31
by bamb
Rivers start from inland and flow to the sea, widening on the way. But yeah.

Good luck!

Posted: 25 May 2006, 17:34
by LOrDo
B is the best metal layout. Make it hovery. Looks good. Necroposts ftw!

Posted: 25 May 2006, 17:37
by Zoombie
I also agree with B being Best. B for best!

Before best? Nevermind.

Posted: 25 May 2006, 18:44
by knorke
I like B best, but would reduce the metal in the water and place 3 more spots on the center mountains.
Otherwise there is the risk of one team losing the naval battle and then they will never be able to get it back.

It might also be hard to re-conquer the sea in the top right corner, if the attacking team can not build up a naval force in the other lake..

But in total I like the map, reminds me of this Egypt map, where there were many fights for control of the river, blocking it with DTs etc.

Posted: 25 May 2006, 20:32
by wizard8873
alright, i will change the spots in the top right lake. how does four metal spots all around sound but more spread out? also, ill put two to three more on land then. also, since i have seen some complaints about this and it annoys me too, metal spots will be bigger so that you can lay down a mohomex and then reclaim the mex. less micromanaging that way. heres some of the metal textures i made.

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Posted: 25 May 2006, 21:49
by smoth
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here is a good base for metal spots.

Posted: 25 May 2006, 22:17
by wizard8873
that could work too, thnx. ill post both of them on there and see how they look.