Page 1 of 1
.:New Map - No Man's Land:. - Version 3 Completed
Posted: 29 Jun 2006, 10:26
by Quanto042
I'm taking a break from my two Methane Maps in progress and I made this quicky here. Its a 10 x 10 designed to fill the niche between those 6 x 6/8 x 8 maps and the massive 16 x 16/24 x 24 maps.
Its gameplay is fast and brutal but at the same time provides plenty of building space. This map actually came to me while i was playing the forth mission in the arm campaign. That particular mission had a really cool hill on it that had a radar tower and three LLTs that had to be destroyed, taking that hill is a lot of fun and i wanted to bring the experience over to multiplayer.
Also on a side not, this uses the L3DT climate that was used to make High and Low, so i think makes for a pretty landscape while it gets blown to bits.
The Minimap
Download Version 3 Here! ^_^
http://www.themercenary.net/Spring_Maps ... nd-V03.sd7 <--- My Server
http://www.fileuniverse.com/?p=showitem&ID=3600 <--- FileUniverse
Posted: 29 Jun 2006, 11:10
by NOiZE
Indeed we need more 10x10 maps, they offer fast gameplay!
Some comments:
- The contourlines looks abit ugly.
- metal extractor radius should be a tad bigger.
- the dark trees don't really fit, i think the brighter green trees would be better.
Posted: 29 Jun 2006, 11:47
by BigSteve
looks cool
remids me of greenhaven a bit, I'll def give this map a whirl ^^
Posted: 29 Jun 2006, 12:53
by Das Bruce
I'm going to have stretch marks something aweful.
Posted: 29 Jun 2006, 12:57
by Drone_Fragger
Heh, Quanto, You put far too much metal on your maps. Or at least spread it out more.
Posted: 29 Jun 2006, 13:06
by Ishach
I was telling a friend yesterday there havent been any maps that have interested me recently, but this one does.
Will try it out soon.
Possibly too much metal as someone said, but i'll have to wait and see for myself.
Posted: 29 Jun 2006, 19:40
by Candleman
Looks pretty good, but the name doesn't fit at all. A bit too green to be a 'No man's Land,' but that's a matter of taste.
Posted: 29 Jun 2006, 20:28
by Quanto042
Drone_Fragger wrote:Heh, Quanto, You put far too much metal on your maps. Or at least spread it out more.
The Metal Spots only give 1.3/1.8ish
You'll be pleaty starved for metal if thats what u like
**Edit**
i will also see what i can do about the contour lines
Posted: 29 Jun 2006, 20:49
by Cheesecan
Contour lines often occur as a result of exporting 32-bit heightfields and resaving them with only 8-bit depth in Photoshop for instance. Importing them back to L3DT does not fix it unless you allow L3DT to generate a new hf from the design map.
The method Forboding_Angel describes in his tutorial causes this, but Aaron took his time to explain it over @bundysoft:
http://www.bundysoft.com/wiki/doku.php? ... hod_2aaron
So unless you have the original 32-bit image left you will probably have to redo it from design map unfortunately if you want to get rid of the contour lines.
edit: Paying around with the light map might help you reduce the contour lines somewhat, if you don't feel like redoing it all. But anyway now you know this until next time.
Posted: 29 Jun 2006, 21:56
by Min3mat
the metal looks OK ish but should be spread out slightly in some areas, maybe even on the start pos's. the clumps HAVE to go though.
and can you make the spots upgradeable with a mid sized mex radius?

just showing what i mean
Posted: 29 Jun 2006, 21:59
by krogothe
Min3mat wrote:the metal looks OK ish but should be spread out slightly in some areas, maybe even on the start pos's. the clumps HAVE to go though.
and can you make the spots upgradeable with a mid sized mex radius?

just showing what i mean
+1
Posted: 29 Jun 2006, 22:02
by Quanto042
Min3mat wrote:...and can you make the spots upgradeable with a mid sized mex radius?
Is THAT why you and NoiZe always ask me to make my mex radius bigger? ur too lazy to reclaim ur LVL1 Mex's???? Its not that hard. I would have made my radius' SMALLER if it wasn't for the fact that you two always have something to say about it.
**Edit**
At the moment i'm recompiling the texture in L3DT, i'll consider moving the clumps around. I may even mess with the radius again, but come on guys, do i HAVE to taylor my maps to YOUR playing style?
Posted: 29 Jun 2006, 23:00
by Drone_Fragger
Yes. Because otherwise no one will play it :D
Posted: 29 Jun 2006, 23:15
by Arco
Quanto042 wrote:Is THAT why you and NoiZe always ask me to make my mex radius bigger? ur too lazy to reclaim ur LVL1 Mex's???? Its not that hard. I would have made my radius' SMALLER if it wasn't for the fact that you two always have something to say about it.
It's not a matter of being "lazy"--the original mexes are typically reclaimed, the idea is just that you can have that additional metal production
while building a moho. If you have to reclaim it first it's kind of a silly sacrifice since you lose that production when what you're trying to do is increase production.
Posted: 29 Jun 2006, 23:18
by Forboding Angel
Cheesecan wrote:Contour lines often occur as a result of exporting 32-bit heightfields and resaving them with only 8-bit depth in Photoshop for instance. Importing them back to L3DT does not fix it unless you allow L3DT to generate a new hf from the design map.
The method Forboding_Angel describes in his tutorial causes this, but Aaron took his time to explain it over @bundysoft:
http://www.bundysoft.com/wiki/doku.php? ... hod_2aaron
So unless you have the original 32-bit image left you will probably have to redo it from design map unfortunately if you want to get rid of the contour lines.
edit: Paying around with the light map might help you reduce the contour lines somewhat, if you don't feel like redoing it all. But anyway now you know this until next time.
Umm I updated that tutorial so that you would import as a design map... Just like arron said.
Posted: 30 Jun 2006, 09:26
by Das Bruce
Don't do what the picture says, clump metal to create strategic points to controll.
Posted: 30 Jun 2006, 11:53
by NOiZE
It's great quanto, got notting more to complain