**MAP UPDATE** Archers Valley V-5

**MAP UPDATE** Archers Valley V-5

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

**MAP UPDATE** Archers Valley V-5

Post by MR.D »

I've noticed the real lack of smaller Skirmish type maps made, so I started out on this map project with that in mind.

This is a 12x12 map, with fighting for metal around many hills and good open spaces.

Not a high metal map by normal standards, but there is plenty up for grabs to expand.

I'm going to try re-working the texture for any later releases, hope you guys enjoy playing on this.

Metal is at 2.2 per patch and each player starts with 3 patches, wind is 2-25 and for the size of the map that shouldn't be unbalenced.


******DOWNLOAD LINK******

VERSION 1
http://www.unknown-files.net/index.php? ... &dlid=1612

VERSION 5
http://www.unknown-files.net/index.php? ... &dlid=1728

17.9 meg download

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Last edited by MR.D on 27 Sep 2006, 10:23, edited 8 times in total.
.MJJNL.
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Joined: 18 Apr 2006, 18:14

Post by .MJJNL. »

looks neat , what render program did you use?
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

Oh thank god. I was getting so sick of 400x400 Maps designed for snorefest games with as many people as possible crammed in.



Now for the challenge of getting people to download it when I host it (WTF NOT IN THE MAP LIST IM LEAVING)
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smoth
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Post by smoth »

umm... where is the download?
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MR.D
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Post by MR.D »

I used the standard version of L3dt to get the lightmap for texture shadows, and the rest was done in PaintShopPro 7.

FileUniverse has disabled file uploads, and my host doesn't let me upload .sdz or .sd7 files, so I gotta wait untill FU gets fixed before I can upload the map file..

I don't want to jinx it by releasing a .zip version with all the confusion that follows :roll:
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Comp1337
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Post by Comp1337 »

You made that by hand? Omfg. Its really pretty.
IMO no need to redo the texture, its pretty :-)

10/10 for the size and the texture. Cant wait to play this.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

that looks really nice mrd. I'll give it a go when I get home.

For uploading, put it up on http://www.bestsharing.com for the time being, or someplace similar.
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Foxomaniac
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Post by Foxomaniac »

http://Filewire.com is also good

250 MB Per file!
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

looks nice...

those trees on those steep slopes look a bit weird
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jackalope
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Post by jackalope »

I wanna download this
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MR.D
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Post by MR.D »

asdf
Last edited by MR.D on 28 Aug 2006, 09:33, edited 2 times in total.
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smoth
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Post by smoth »

1 and 2 are right next to each other....

Start positions like this are always prefered:

1 X 4
X X X
3 X 2
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MR.D
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Post by MR.D »

Any new on when FileUniverse is going to allow updates?
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Comp1337
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Post by Comp1337 »

It wont AFAIK.
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Cheesecan
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Post by Cheesecan »

This map was pretty good but you need to increase the fog distance.
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

Map is pretty fun, looks good too.


The metal, feels quite high. (each mex gives +2, maybe 1.2? 1.3?).


Dont play in dark green color, or you will be lost.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

MR.D wrote:Any new on when FileUniverse is going to allow updates?
File universe is in the process of being replaced by a spring team managed mirror net. Maelstorm is working his hands to bloody knuckles getting it done as soon as possible. It probably won't be as feature rich as FU was in the first version, but it will allow uploads and downloads.
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Comp1337
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Post by Comp1337 »

mongus wrote:Map is pretty fun, looks good too.


The metal, feels quite high. (each mex gives +2, maybe 1.2? 1.3?).


Dont play in dark green color, or you will be lost.
+2 is quite good.. Depending on how many spots there are.
mongus
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Joined: 15 Apr 2005, 18:52

Post by mongus »

In a 3ffa game i had there, it felt as you almost had no need to expand or figth much over the metal in the middle. Maybe a ffa flaw, but i was unchallenged to hold good amount of spots, at sides and in the middle, and was barely harased to give them back. The enemy, still had plenty metal to survive, climb to level 2, and make good attacks. As i was having almost all the middle, plus some of expansion areas, im afraid they just had too much to move and figth over it. which leads to porcing/porking. I hate those 2. but the map was fun anyhow, and looks original, plus has good texture. Another good one MrD.
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MR.D
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Post by MR.D »

I hear ya guys, Its hard to make a clean ffa map, but still support a high # of players for the maximum.

I intended the map to be a team game map, 3v3 as the norm gameplay, or FFA with 4 players using corners.

If anyone wants to take a crack at a better metal Layout, use the 1st MINImap screen that I posted, and edit it in a paint program and post what you would prefer.

It might be that I just should stay away from having the Start position clusters of 3 patches, and spread the metal out farther towards the center.

I did have a pretty awesome 3 player FFA game when I first released it, and believe me when I say this, Expansion did win the game.

I had started the game spreading out Kbots to gather metal, then started doing AirDrops with Hammers and Warriors, this killed off 1 of the players quite fast.

Then after I took his spot, the squeeze was on the other player, I started doing flash attacks from the new base I acquired from the 1st dead player's wreckage and patches.

After that I just overwhelmed the other enemy with mixtures of Airdrops Directly on top of and Annihilator defences even with light flak support at it, and then would sweep in with flash tanks and a couple zeus.

I'm a little on the Porcupiner side of play, and I did alot of wrong things in the game, but the other players were porcing even harder than I was so it kinda went in my favor :D

Here is the demo if you guys want to watch.
http://mrd.str8-6.com/files/MRD-Archers_Valley.zip
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