New map: Monopoly v1

New map: Monopoly v1

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jj
Posts: 273
Joined: 01 Apr 2006, 19:03

New map: Monopoly v1

Post by jj »

Image
Finally, after a lot of beta versions, Monopoly v1 is There!
Download it here: http://www.fileuniverse.com/?p=showitem&ID=3227

Description
Yes, it is really a monopoly map, with a jail, hotels and dices.
It is not the original monopoly edition, this map is all about war and metal!

General Information
The map size is 18x18 and is suitable for 5x5 wars or even more.
The texture has a very high res., but the maps file size is only 4Mbyte!!!
The terrain is almost flat, except the monopoly logo in the middle and the house/hotel spots are little hills (vehicles cant drive over it, but they can build metal extractors on the sides).
It is a very bright map, because of the original monopoly colors.

3D objects
The 3D features are the fun part of the map, they were made with 3D studio MAX and finished with UpSpring. Making them was the most time-consuming part of this map. But it was worth it. The Dices have smooth round edges and i think they almost look like a real dice. They are fun because of the treasure that they contain:

House: 300 metal and 2000 energy
Hotel: 600 metal and 4000 energy
Dice: 20.000 metal and 100.000 energy

You have to reclaim the houses/hotels in order to exploit the metal field underneath them.
The Dices are another story, you have to build a lot of metal/energy storages and you need a very long breath, but then you can build a whole army :)

Metal
As i say, the metal is underneath the houses/hotels, you can build
about 6 100%-operating metal extractors at 1 spot (country).
One level 1 extractor gives up to 0.9 metal, its not much, but there is plenty of metal on this map. There are 2 big metal fields at the center of the map. One on each side of the monopoly logo.

Energy
If you can live with big fluctuations in your Energy production then i would advice you to build windmills. The minimum wind speed is 2 and the max wind speed is 25. it gives an avarage of 13.5

There are 10 geovents on the map, 5 at the upper-right, 5 at the lower-left. They are located where you expect them: at the spot of the energy-company. If you have build a couple of moho-geothermals then it is not a bad idea to defend them very well. if 1 of them explodes then it will give a chain reaction with a massive boom and your economy is gone!

Balanced Start Locations
Example: team 1 starts on the left side and team 2 on the right side.
Then team 1 has more metal spots and they are a little bit closer to the the energy company, but team 2 is located near the dices, this is a big advantage for team 2. Another thing is important, the monopoly logo-hill is only accessible for k-bots via the monopoly-mans walking stick, its a little bit easier to reach it from the left side. Its important because if you rule the monopoly logo-hill then you rule the middle. I think left and right are both good options to start with.

The perfectly balanced deployment is:
Team 1 starting at south-west, team 2 starting at north-east.
I prever these start locations because the metal resources are even for both teams and they have the same opportunity to mine the dices resources. In this case it is good idea to use the "fixed start position" option, then Give team 1 the odd numbers and team 2 the even numbers.

Ideas for the next version
I think its good to raise the metal and energy level in the houses and hotels a little, like 500m/2500e for houses and 1000m/5000e for hotels.
And i would like to decrease the dices contents, because it takes very very long to reclaim them. Another idea is to add a reclaimable 3D pile of money.
If you zoom out you will see annoying white horizontal lines on the map, i hope someone knows how i can fix this problem in the next version.

Screenshots

A good view at some houses and hotels with the hill in the background:
Image

A closer look to the dices:
Image

The Metal map:
Image

The Energy Company with 5 fully active geovents:
Image
Last edited by jj on 26 May 2006, 06:13, edited 2 times in total.
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

This looks like a "hold the middle map" that so many people complain about, but this one lookd like it can actually work. The metal in the middle has second to no protection. Good job.

Bush...tax?...
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

North Koria should have lodes of rezerectable units. They are very fast, very weak and have poor pathfinging. Call them "Starcrafters"
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I really do not care for the pollitical statement but it is still a cute map. Kill the metal center and replace that with some spots more spread out towards the center.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I don't think there should really be any metal in the middle. I mean Monoply is all about the sides. Why should this change, just cause its for TA Spring. It should all be about the hotel spots.
Spectre
Posts: 42
Joined: 03 May 2005, 16:57

Post by Spectre »

Zoombie wrote:I don't think there should really be any metal in the middle. I mean Monoply is all about the sides. Why should this change, just cause its for TA Spring. It should all be about the hotel spots.
yep :]
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

monopoly could have a lot of money in the middle!!!!


I think the metal in the middle is FINE!
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

a reclaimable pile of money (preferably with separate bills) in the middle would be ace :P
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

link? :P
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Min3mat wrote:link? :P
At the top of the authors post. =P
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Those dice seem to give an unreasonable amount of resources, but on the other hand this isn't a conventional map at all. Nice to see something unique once in awhile, nice map jj!
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Maybe I should make a monopoli mod.
Ppl walk with their comms as the number they roll (need some way to get random numbers in spring).
We can use metal or enegry to hold the money. the commnader can build houses and hotels.
Players must give res to the owner of the streets they visit.
Hmm, maybe a D-gunn backstab option... hm...
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Tricky teamplay

Post by Pxtl »

When playing teamplay, remeber that the map _must_ be played bottom-left vs. top-right. Otherwise the resource access is totally unbalanced.
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jj
Posts: 273
Joined: 01 Apr 2006, 19:03

Re: Tricky teamplay

Post by jj »

Pxtl wrote:When playing teamplay, remeber that the map _must_ be played bottom-left vs. top-right. Otherwise the resource access is totally unbalanced.
If you read the the text beginning with "Balanced Start positions" then you will see that the left-right start setup is also a good option. I think it is balanced to.
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Reactor
Posts: 1
Joined: 11 Aug 2007, 14:37

Post by Reactor »

I enjoyed playing this map, but maybe some mounts would be nice (a.e. : for battery :))

I agree with the idea of the stick of the monopoly-man, but maybe you should write that trick in the map description... because, nobody knows that and if you don't know, you won't try to get there or maybe you will try but only by plane :s
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Resurection after a year owns!
thel0stcat
Posts: 8
Joined: 09 Aug 2007, 16:03

Post by thel0stcat »

was this just a total necro?
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I didn't even know this was a necro, I thought he released it last night or something >____>
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