***Official Tournament Map*** Aquatic Divide

***Official Tournament Map*** Aquatic Divide

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Quanto042
Basically OTA Developer
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Joined: 22 Feb 2006, 03:01

***Official Tournament Map*** Aquatic Divide

Post by Quanto042 »

Hey everybody, I know its been a long time coming for map #5, but its here at last.

*Map Specs*
Size: 8 x 8
Metal: 1.5
Wind: 12 - 28
Tidal: 21
Gravity: 110
Extractor Radius: 100
Hardness: 150
Autoshowmetal: 1 (meaning you won't have to press F4)


*Screenshots*
Image Image
Image Image
Image Image

*Download*
http://www.unknown-files.net/index.php? ... &dlid=1697
Enjoy!
And please give me some feedback!
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Comp1337
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Post by Comp1337 »

Looks shiny!
Ill be sure to try this when i get back from school.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Looks good, but could we have a non contour line version aswell? Please?
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Quanto042
Basically OTA Developer
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Post by Quanto042 »

I'll see what i can do to tone down the contour lines. But for me they help in seeing the difference in slopes while in the OTA topdown veiw.

But i do understand ur qualms
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Das Bruce
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Post by Das Bruce »

Quanto042 wrote:I'll see what i can do to tone down the contour lines. But for me they help in seeing the difference in slopes while in the OTA topdown veiw.

But i do understand ur qualms
Slope textures FTW. :P
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Besides the contourlines it looks like a really fun map!
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Argh
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Post by Argh »

I'd like the water to have more green in it. Right now, it looks too artificial for me. Overall though, looks kewl, I'll have to try it out with NanoBlobs :-)
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Awesome.
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FizWizz
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Post by FizWizz »

Another top-rate tournament-grade map by Quanto, woo! You know that these things really kick butt for War Evolution games too :-)
I've got one qualm about it though, and it is the same as everybody else's: those contour lines are really harsh.
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Erom
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Post by Erom »

New favorite map! Love small maps, love contours, very nice looking all around.
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Dragon45
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Post by Dragon45 »

Judging from screenies, this looks like an entertaining map. Not actually played it, but i think contours look good as well ^_^
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Argh
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Post by Argh »

Quanto:

I like the map, but I can't play it with Random Enemies, because the start positions of Player 1 and Player 2 are right next to each other :( I have to use Random Enemies right now, because I'm testing 0.73b with NanoBlobs... and, er... trust me when I say that starting right next to the bad guys = dead player ;)

Also, I think the contour lines would be much nicer if they weren't black. The big problem is that your ambient light settings are too extreme imho. Other than these small kibbitzes, this is a pretty cool.
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FizWizz
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Post by FizWizz »

Quanto, do you plan on doing a revised version with lighter contour lines and opposing start positions?
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Quanto042
Basically OTA Developer
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Post by Quanto042 »

FizWizz wrote:Quanto, do you plan on doing a revised version with lighter contour lines and opposing start positions?
Well, when i get my l3dt license renewed i'll be able to get started. But at the moment my mapping has come to a screeching hault.

(I was about to remake conqueror's isle, then l3dt suddenly asked for the license key, i entered it. and for some reason it won't accept it anymore, so now i'm just waiting for my bank account to go positive so i can buy a perminant license.)

It should be only a few days, till then the contours will have to stay.

My biggest problem tho is, that my CPU and RAM can only handle so much before they crap out. (for instance, i can only render up to a 12x12 map without having to split it into quarter and stitch later on). Also, Forboding's Instructions for removing contours in L3DT, while it did work once (for No Mans Land), i haven't been able to get it to behave the same way again. On top of that it takes like 6 hours to do on my current machine. It wouldn't be a problem if it wasn't for the fact that i have to baby sit it while it runs. :P
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FizWizz
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Post by FizWizz »

do you not have the original texture map and photoshop?

[edit]to not waste space making another post in reply to the one below me, my actual idea was to use the selection wand to select the contour lines and then mellow them out by tweaking the brightness/contrast slider. Removing the contour lines altogether (in the glorious name of tiling) would also be fine (in my opinion, anyways), but several people here stated that they do like contour lines. Your map, your call; it is still pretty darn good as it is[/edit].
Last edited by FizWizz on 21 Sep 2006, 08:47, edited 1 time in total.
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Quanto042
Basically OTA Developer
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Post by Quanto042 »

yes of course, i am also assuming u suggest that i create tiled overlay and more or less mask over the contours, i could do that.
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knorke
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Post by knorke »

Played two times, lost two times.
This map sucks :shock:






Erm. Ok.
The middle looks good but the start positions are at bit too "sandy" in my opinion.
I think the map is very unforgiving because the metalspots are so far apart and the first factory is usually build far away from the center -> far travels for the units to the front.
This way even few units can cause a lot of damage, in the right spot.
(Thats a good thing but takes a bit to get used to.)
The geo in the corners are cool too but I couldnt finish mine because the stupid enemy commander took a walk through the water just to dgun it :/
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Peet
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Post by Peet »

knorke wrote:The map is very unforgiving because the metalspots are so far apart and the first factory is usually build far away from the center -> far travels for the units to the front.
= unporky.


= good.
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Molloy
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Joined: 05 Jan 2005, 22:05

Post by Molloy »

I don't like this map much. And the south side metal patches produce more than the north side.
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OOmiz
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Joined: 06 Sep 2006, 12:47

Post by OOmiz »

I like it. Played a few EE games on it.

Porcing is totally out of question. One of the fastest maps I├óÔé¼Ôäóve played in a long time. One small mistake and you├óÔé¼Ôäóre toast.
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