.:Core Prime Industrial - Revised:.

.:Core Prime Industrial - Revised:.

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

.:Core Prime Industrial - Revised:.

Post by MR.D »

This is my attempt to bring some strategy(although slight) back into the metal map genre that has overpowered the Spring community.

This is a revision of the Classic OTA map, Core Prime Industrial but at proper scale and with some very minor tweaks to improve gameplay.

20x20 Coreprime made 100% from the origional Cavedog tiles, I redid all the height maps by hand using OTA perspective instead of a topdown true 3d so that I could allign the origional tiles.

Map hardness has been changed so no more soft metal sillyness like the first release.

I widened the bridges to help stop traffic jams at the center island.

And I made the metal on the map just like the origional OTA map so its even across the entire map, instead of having a high metal pyrimid in the central area which disrupted the whole flow of the map. .

THIS IS NOT SPEEDMETAL, so don't turn your head just because its a metal map, and don't complain because its not SUPERCRAZYBASTARD fast like speedmetal was.

Ecomony is important in this map just like it was in the OTA Coreprime, so you have to build up to a strong economy and aren't handed a super econ with 2 wind gens and 1 mex.

This map will be best played while viewed through "TA Style" camera mode, as the perspective may look odd from way I had to match up height to the OTA tileset used.

I will be making some revisions to straighten out some spots on the height map and to allign the textures better, but for now try to take the map as it is and bring your critiques after you play it a couple times, don't just take blind stabs without even trying it.

I do want to give a nice THANK YOU to Smoth for helping me with setting up an alternative Detail texture for the map so the true richness of the OTA textures would come out.

***** UPDATED DOWNLOAD LINK FROM FILE UNIVERSE *****
http://www.fileuniverse.com/?p=showitem&ID=3381
3 meg

p.s. OTA = Origional Total Annihilation

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Last edited by MR.D on 05 Jun 2006, 03:13, edited 1 time in total.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

I always thought zwzsg's map was one of the better TA map ports, so I wonder why you decided to redo this map, when it has already been done quite nicely?

If it was redone, I'd like to see a new tack on the metal map, perhaps where the ground everywhere grants a small matal income, but a few hotspots around the map grant far greater income, perhap forcing a bit more territorial combat, rather then the porcfest that is usually produced with a metal map (and a metal map with forts, no less).
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AF
AI Developer
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Post by AF »

The metal texture looks mroe detailed than zwzsg, but I get the impression zwzsg looked brighter, this one looks dark, I'm having trouble seeing those shots on my monitor (bad light)
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FizWizz
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Post by FizWizz »

I'll check it out.
I'm glad to hear that you ditched the super-metal pyramid thing. I always hated that.
One more thing: 2mb d/l = ace
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MR.D
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Post by MR.D »

My biggest bitch about zwzsg's map is how he directly imported the OTA tile heightmap and scaled it up to be 1/8th the size, and that caused some very bad blurring of the edges making rounded soft corners where they should have been sharp edges.

Also the super maliable surface hardness on his map also bothered me, these maps are made for Krogoth and heavy unit battles, and when you create a hole the size of one of the lakes in the map after 1 krogoth death it just seems wrong.

To tell you the truth, I'm not totally satisfied in how the perspective height maps I created turned out either on mine.

Its fine in TA style camera, but for the 3d appeal that Spring offers it doesn't really seem to work as well as I had hoped.

Next revision I will be making the map based on a straight down height map like zwzsg's release of Core prime, but I will be keeping the color and style of the tiles as closely as possible.

When you have to work on 1/8th scale, lining up a nice pre-fab Texture tile to any height map is pretty tough and tedious work.

For now though, the whole gameplay seems exactly what I remember from OTA core prime battles with the exception of no more traffic jams to the center islands :D
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smoth
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Post by smoth »

This map is bigger then the old one and the old one had rounded edges. I actually like this map.
chicano
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Carlo Carla

Post by chicano »

*NUKED*
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Cheesecan
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Re: Carlo Carla

Post by Cheesecan »

chicano wrote:*NUKED*
Time for your injection now... :-)
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FizWizz
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Post by FizWizz »

hey, you need your download link to point to this page instead:
http://www.fileuniverse.com/?p=showitem&ID=3376
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Mr.D please reupload the map, and for future reference. Navigate to the maps section and use the upload file to here on that page to get your map immediately in the map list.

Second of all, do not upload a new version under the old version, Use the UPGRADE function.

Unfortunately I had to nuke both maps becasue they could not be sorted to appear correctly in the maps section of FU.

Sorry for the trouble, but I did make a post on the news section of FU explaining this. Please re-upload.
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MR.D
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Post by MR.D »

Ok its all re-uploaded, and I fixed some texture allignment in the height map so its even better now, and start positions are fixed for FFA games.


You can get the map here.
*******************************************
http://www.fileuniverse.com/?p=showitem&ID=3381
*******************************************

The first post in this thread is updated with the correct link as well.


**edit**
for some reason the map isn't showing up in the main maplist, and it also doesn't show the minimap that I uploaded to it.. help?
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Cheesecan
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Post by Cheesecan »

I believe that's a manual process, give it some time and they will assign it minimap.
IMSabbel
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Post by IMSabbel »

I always liked the tactic of nuclear mining those bridges to cut the connection...

Also, its seems there are quite horrible artefacts on the walls of the higher areas (repeated stripes instead of just a gradient)
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

MR.D wrote:Ok its all re-uploaded, and I fixed some texture allignment in the height map so its even better now, and start positions are fixed for FFA games.


You can get the map here.
*******************************************
http://www.fileuniverse.com/?p=showitem&ID=3381
*******************************************

The first post in this thread is updated with the correct link as well.


**edit**
for some reason the map isn't showing up in the main maplist, and it also doesn't show the minimap that I uploaded to it.. help?
the map has been in the maplist since yesterday when you uploaded it.

clear cache, update Ftw
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MR.D
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Post by MR.D »

At the time that I posted that the map wasn't on the main list, nor was the minimap showing... It wasn't, an hour later everything was uploaded and on the main list and working fine.

Games seem to be alot of fun so far, its resembles the way MetalHeck plays out but even better, it plays nearly identical to how OTA Coreprime played and that afterall was my goal..

Is everyone enjoying this so far?
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MR.D
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Post by MR.D »

So do you guys think its worth redoing the heightmap on this or is everything working ok as is?
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FizWizz
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Post by FizWizz »

One problem, your start positions are all off.
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MR.D
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Post by MR.D »

You sure that you have the newest map file FIzWizz?

I'm pretty sure that I have it setup for 6 player ffa, 3 at top, 3 at bottom.
Its setup so that 4 player ffa each player gets his own fort and then for 6 player the prymids are spawn points as well..

If the start positions are off, can you get me some screenshots of where they are misplacing players, or where you believe they should be moved to, thx FizWizz.
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FizWizz
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Post by FizWizz »

nope, I have the wrong version, it has ...re1.sd7 instead of revision1.sd7. False Alarm.
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