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New map Lush River
Posted: 12 Jun 2006, 11:49
by mufdvr222
Posted: 12 Jun 2006, 14:38
by NOiZE
Looks intresting.. how big is the map?
Posted: 12 Jun 2006, 15:59
by Rayden
nice map
Posted: 12 Jun 2006, 17:36
by LOrDo
I like the water, nice texture, otherwise its pretty average,
Posted: 12 Jun 2006, 19:52
by Neddie
I like it. Now, create a tundra map with cliffs and ruins- no less than 32 x 32 in size.

Posted: 13 Jun 2006, 00:54
by mufdvr222
NOiZE wrote:Looks intresting.. how big is the map?
16 x 16.
Posted: 13 Jun 2006, 02:12
by Das Bruce
Are there any parts land units can cross?
Posted: 13 Jun 2006, 02:36
by hollowsoul
*wonders*
Does a spring support no-player static objects that can be destroyed & repaired & not reclaimable (maybe possible feature to work on in the future when more important things fixed / coded)
i.e be nice to make map that has static bridges (in seperate structures, so u can blow up a section of it) Imagine placin a afew mines on bridges :)
Posted: 13 Jun 2006, 03:36
by mufdvr222
Das Bruce wrote:Are there any parts land units can cross?
No.
Except the Commander.
<edit> I thought about making the river crossable, but any half decent player can air lift a few construction units over a river.
Posted: 13 Jun 2006, 08:21
by Pxtl
hollowsoul wrote:*wonders*
Does a spring support no-player static objects that can be destroyed & repaired & not reclaimable (maybe possible feature to work on in the future when more important things fixed / coded)
i.e be nice to make map that has static bridges (in seperate structures, so u can blow up a section of it) Imagine placin a afew mines on bridges :)
Sort of. You could make a dam - make a landbridge, and then build intangible features that just hide the landbridge and make it look like a nice graphical object.
Posted: 13 Jun 2006, 08:33
by NOiZE
Just tryed it out in spring
I wish the mex radius was a bit bigger so easy upgrade to moho is possible.
and is Lush really the good name? looks almost like scotisch hills (which looks nice)
But isn't Lush much more intenser green?
Posted: 13 Jun 2006, 08:42
by mufdvr222
I gotta agree with you there, I was going to re name it, but thought Fuc* it

its green and it has trees so it meets two of the major criteria.

Posted: 13 Jun 2006, 13:08
by Forboding Angel
This is one hell of a pretty map imo, my only complaint is the mex radius, and honestly that's not a big deal imo. That and I wish the sky was bluer, but meh

It looks very nice.
Posted: 13 Jun 2006, 13:46
by mufdvr222
Forboding Angel wrote:This is one hell of a pretty map imo, my only complaint is the mex radius, and honestly that's not a big deal imo. That and I wish the sky was bluer, but meh

It looks very nice.
Thanks

If the mex radius is to small I can change it, how large a mex radius are we talking about, its currently 45.
Posted: 13 Jun 2006, 13:47
by NOiZE
like 80
Posted: 06 Jul 2006, 11:31
by NOiZE
Sorry to bump this.
but this map could also do with some more metal.. also it looks like the left side has way more land, thus metal patches so not really fair.
I hope you can release another map with about the same theme, but just improved with the points stated here. I really love the looks of the river

Posted: 06 Jul 2006, 13:49
by Slamoid
hollowsoul wrote:be nice to make map that has static bridges (in seperate structures, so u can blow up a section of it) Imagine placin a afew mines on bridges
We all wish. This falls into the catagory of multi-leveled heightmaps or traversable features, both of witch are impossible right now due to pathing limitations. The only way would be some clever playing with the heightmap; Unless of course there's a dev already working on this, but to my knowledge there's none.
Posted: 06 Jul 2006, 16:08
by Forboding Angel
grrrr I never replied. If you can set the mex radius to 120. 120 makes mohos and reg mexes super easy to place.