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***Official Tournament Map*** Geyser Plains *Ver2*

Posted: 10 Aug 2006, 04:08
by Quanto042
Fourth Official Map
(and last for the week)


This one is mostly flat and is East vs. West
It has a lot of geovents (for an 8x8 map :P), six in total, all of them are located inside the cratery things.
::A little bit of background::
On methane worlds, the "water" on them is ussually a form of liquid nitrogen, and whenever the temperature of the planet/moon rises to about 77 degrees kelvin (boiling point of liquid nitrogen) large gysers erupt spewing the liquid/slush onto the surface, there it collects around the gyser as a form of nitrogen snow.

Thus i have named the map "Geyser Plains".

Hopefully the map's lopsided layout doesn't affect the balance too horribly. Symmetrical maps are boring imo.

Image

Image

Download Here!
http://www.unknown-files.net/browse.php?dlid=1526 <-- New Version. Fixes some minor issues. Please give me some feedback for this one!

Okay, its almost been a day after the release. Still no post-gameplay feedback, guys! :evil: i'm getting dissappointed >_<

Posted: 10 Aug 2006, 04:14
by Candleman
I don't get it.

Posted: 10 Aug 2006, 07:56
by Dragon45
Isn't it spelled "geyser?

Posted: 10 Aug 2006, 18:43
by keithjr
I'm having trouble visually parsing it... is all that blue-green water or land?

The lobsidedness depends on where the starting positions are.

Posted: 10 Aug 2006, 18:51
by Zoombie
Its the surface of a super cooled moon. The white stuff is methane snow, the blue stuff is the surface of the planet.

And it looks cool.

Posted: 10 Aug 2006, 19:57
by Quanto042
Zoombie wrote:Its the surface of a super cooled moon. The white stuff is methane snow, the blue stuff is the surface of the planet.

And it looks cool.
Nailed it on the head! :-)

Posted: 11 Aug 2006, 07:58
by Warlord Zsinj
It's also "fourth" not "forth" ;)

It's a nice map, could do with some mist and slightly different lighting though, I think...

Posted: 12 Aug 2006, 14:32
by NOiZE
Nice map!

Posted: 12 Aug 2006, 17:49
by PRO_rANDY
Played twice and been on the right both times so not sure about balance yet.

Posted: 12 Aug 2006, 18:11
by Sheekel
I dont understand why you are blurring screenshots together. It just makes it difficult to see what the hell is going on. It's not professional, its lame.

When do the new screens start and stop? This first picture looks like one giant blob.

Posted: 12 Aug 2006, 19:41
by Dragon45
I think the screenblending looks fine, but its a minor point in any case :P

Posted: 12 Aug 2006, 23:54
by LordMatt
Sheekel wrote:I dont understand why you are blurring screenshots together. It just makes it difficult to see what the hell is going on. It's not professional, its lame.

When do the new screens start and stop? This first picture looks like one giant blob.
-1 I think they look awesome.

Posted: 20 Aug 2006, 02:32
by Egarwaen
Played a few 1v1s here today. Awesome map. Actually seems to encourage a nice blend of unit types. The center seems to wind up being important without being vital, and the edges are perfect for sneak attacks. More AA maps should play like this!

Posted: 20 Aug 2006, 05:52
by Quanto042
well i'm glad to finally see some real feedback here, and i'm glad that so far it seems to play well. Which of course means for me, that i don't need to fix anything. (yet)

Posted: 20 Aug 2006, 08:42
by Dragon45
metal bug

look at the third metal patch down from the player's start pos on the left hand side.

Now press F4


that metal patch is cut in half on the regular view :p

not a gameplay issue, but still pointing it out ;-)

Posted: 22 Aug 2006, 23:31
by Molloy
The right side is better than the left side. The hills on the left side mean your radar is impaired, so its alot easier to get rushed.

This is sort of the reason symmetrical is the way to go, even if it looks more artifical. I think Coopers Hill is a little thrown off by trying to make each side unique as well.

You look at all the best OTA maps, and most of them are symmetrical. Or in the case of ones like Comet Catcher, they'd be better if the metal layouts were identical.

Hmm

Posted: 22 Aug 2006, 23:32
by Pxtl
I don't like the way the purple hills look. I'd go for more of a "spatter" effect, more like the purple is something that's been splatted adn discoloured the green. With the current tone of the aqua and the way the purple is higher, it looks like purple hills sticking out of brominated water.

Posted: 23 Aug 2006, 00:31
by Egarwaen
Molloy wrote:The right side is better than the left side. The hills on the left side mean your radar is impaired, so its alot easier to get rushed.
It's not been that big an issue in the games I've had there. The hills do block radar on the ground, but radar on the hills is fine. And you get easier access to high ground to station units and defences on.

Posted: 27 Sep 2006, 14:50
by rattle
I'd like to inform you that it constantly crashes in the 0.73 build here... from what I've read in other threads may this have to do something with negative sun angles? It's the only tourney map so far which was crashing but I wasn't really testing maps at all...

edit: Sorry for bothering, it was something else which made some maps crash quite apparently :P

Posted: 27 Sep 2006, 17:30
by Quanto042
rattle wrote:I'd like to inform you that it constantly crashes in the 0.73 build here... from what I've read in other threads may this have to do something with negative sun angles? It's the only tourney map so far which was crashing but I wasn't really testing maps at all...

edit: Sorry for bothering, it was something else which made some maps crash quite apparently :P
No i'm actually glad u posted this. I don't think i have any negative angles, but i will check.