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..::<New Map, Earatope>::..V2 Released!

Posted: 27 Aug 2006, 22:07
by LOrDo
Earatope
Made for 1vs1's or low metal 3vs3's
Expand across all 3 planes at once since artillery can easily reach into the center, where the most metal is.
Heightmap made in The GIMP, texturemap made in Bryce.
Download: http://www.elmercreek.com/Luke/Earatope.sd7

Minimap(Or close enough, since actual minimap is square :\):
Image

Screenshots:
Image
Image
Image
Image

To do list:
Visable metal patches
Fuck me, I forgot to do start positions
To much metal, 2.4 a patch is to much I think. Forgot to change it...again.
Darken the texture a tad
Change the heightmap so the starts are only a bit below the side cliffs, and make a long ramp down to the center so vechs can get there.
Fix the texture, it looks to cubey...ewww.

Posted: 27 Aug 2006, 22:16
by Snipawolf
Hmm, weird lol...

Reminds me of metroid prime and those half-pipe thingies...

Posted: 27 Aug 2006, 22:19
by bamb
Weird, different idea for the heightmap and gameplay definitely.

But the texture has to change imo.

Posted: 27 Aug 2006, 23:48
by Masse
i like the texture it looks unique :)

Posted: 27 Aug 2006, 23:56
by PicassoCT
Keep the Texture -

Posted: 28 Aug 2006, 01:30
by LOrDo
Keeping texture, dont care what you say.
Can anyone tell me the FTP info for unknown files? I can't find it anywhere on the site and cups not here.

Posted: 28 Aug 2006, 01:45
by zorbawic
register an account, login and than from here click submit files in file operations section, IIRC ftp doesnt work (officially) yet

Posted: 28 Aug 2006, 04:51
by LOrDo
Site uploading isnt very good for me since I have dial up :(. I was hoping they got their FTP working...

Posted: 29 Aug 2006, 02:40
by LOrDo
Download link up, whee.

Posted: 30 Aug 2006, 23:20
by LOrDo
Comments? Anyone?...

Posted: 30 Aug 2006, 23:34
by Fanger
scrap that map and make a new one... interesting Idea, but doesnt look very playable.. multiple attempts will get you farther..

Posted: 31 Aug 2006, 00:03
by PicassoCT
Look playable ? Diagnostics from far above... that sounds interesting. Explain, me want`s to rate FUs Map by Playable look..

Posted: 31 Aug 2006, 00:35
by LOrDo
Fanger wrote:scrap that map and make a new one... interesting Idea, but doesnt look very playable.. multiple attempts will get you farther..
Wait, your telling me to trash my map basing on that it dosnt LOOK very playable?
I dont even need to counter that to make it stupid.

But I am doing some major changes to the heightmap in V2, they will effect gameplay considerably. Just check my to do list.

Oh, and I wont be making another map for a while, im waiting for the new map format to become official. I like to make maps with major height diffrences and lotsa peaks, which dosnt look to good in the current format. And the filesizes are kinda huge for my dial up, its a pain in the ass to upload.

Heh, not like I take any complaints made on THESE forums seiriously...

Posted: 31 Aug 2006, 01:02
by PicassoCT
LOrDo wrote:
Fanger wrote:scrap that map and make a new one... interesting Idea, but doesnt look very playable.. multiple attempts will get you farther..
Wait, your telling me to trash my map basing on that it dosnt LOOK very playable?
I dont even need to counter that to make it stupid.

But I am doing some major changes to the heightmap in V2, they will effect gameplay considerably. Just check my to do list.

Oh, and I wont be making another map for a while, im waiting for the new map format to become official. I like to make maps with major height diffrences and lotsa peaks, which dosnt look to good in the current format. And the filesizes are kinda huge for my dial up, its a pain in the ass to upload.

Heh, not like I take any complaints made on THESE forums seiriously...
Lordo, that would have been a great fun, instead you explode - and we all will miss the Tutorial for "Critic by Playable Look"

To say it that way - i took a look on Speedmetall for Playable - and yes, there is flat area to build, flat area to fight - and thre is texture upon it.
Or is this a question of tazed- there is a little hint of molten Krogoth in it, south hit, with a sweat Ozon odor. If you ignore the bitter Nanolith aftertaste, this is one of the Best Years ever... :wink: :wink:

And me to has dial Up and makes Maps
If you like Peaks, how about asking Lathan for indestructibel Feature Peaks. And the Idea for this Map is great, no matter what. You don`t end the first Map-Making-Phase, after two Maps. New Format or Not! Back to work...

Posted: 01 Sep 2006, 00:15
by LOrDo
OK, Bryce is being gay and wont let me export my objects, so Earatope wont have any rocks since I refuse to use the features already available, are modelers scared to make high poly features or what? Whatever, until I figure out how to export with bryce, no features.

Posted: 05 Sep 2006, 01:09
by LOrDo
V2 released, now with the things on the to do list, and more.
Screenies soon.

Posted: 05 Sep 2006, 05:37
by Egarwaen
How wide is the trench? It looks narrow enough that LLTs on either rim could cover the entire width of the trench... That strikes me as making it fairly porcy on AA. (Besides the fact that it's a straight run with no alternate paths.) How far across the trench can a Hammer on the rim fire? If it's half or more, you've got serious playability issues.

Posted: 06 Sep 2006, 07:43
by VonGratz
Keep the texture!Its strange and beautiful.
VonGratz :wink:

Posted: 06 Sep 2006, 10:37
by PicassoCT
@ Egarwen - Not everything that is offering no Protection against Artillery is worthless. It is just forcing every single second into "Protective" Assaults, to prevent even the BuildUp of Artillery.

Posted: 07 Sep 2006, 03:31
by LOrDo
No alternate paths? Look closer egar...there are 2 on each side of the trench.
And yah, a hammer can reach across about 75% of the trench. So you have to actually ATTACK him to get rid of that first, you cant send a huge army through the center until youve taken both the sidecliffs...or at least assured theirs no plasma on them.
An LLT can range across the entire trench, but this means there isnt much space for defense, so porcing is not an option to win.

Ive got another idea for a map also, ever notice in FFAs how the odd guy ends up in the middle of the map, and he has 2 guys on either side of him in 2 corners? So he inevitably gets pwned. I wanna try and make an FFA map that dosnt have that.