New map Canyon Pass

New map Canyon Pass

Discuss maps & map creation - from concept to execution to the ever elusive release.

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mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

New map Canyon Pass

Post by mufdvr222 »

This is actually the first playable build of this map so there has been minimal testing.
However everything should work and if nothing crops up I will upload it to unknown soon.

link-12.3mb http://muf.222clan.com/maps/Canyon_Pass.sd7

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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

How are the startposes placed?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Hmm, the texture on the mountain side doesn't seem to be performing that well.

I can't comment on balance, but visually, I don't think it is up to the par set by your other maps.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

oooo pretty

I really like the layout on this one. Downloading ;p
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Very nice job!!

Only use some more features please, some rocks here and there really give the map a better feeling.

And i'm not entirely sure if the defaults trees are so good fo this map. But then again that's not completely your fault.

How can we get those modelers to make us @ least 10 different trees? 10 different buildings, other cool features, shrubs, bushes, etc
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

I played one game vs a few AI:s, it got quite porcy... There are so few routes. And it's kinda awkward that it's not clear where the kbots can walk and where not. For vehicles it was clear.
I think a few more routes ("ramps") wouldn't hurt, but I'm no gameplay master.
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

NOize send Lathan a PM about some trees, Im sure hed love to make an arsepile of trees at some point..
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

No he wouldn't. :-) He's busy moving. And also... making a whole load of trees would be a pian in the back side. (PS, Im not saying he definatly wouldn't, just I think its not likly)

aGorm
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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

I personally like the look of the textures you used, I'll have to pllay a few games on it and see what I think. 8)
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Runecrafter wrote:I personally like the look of the textures you used, I'll have to pllay a few games on it and see what I think. 8)
I actually tried a ton of different textures for the steep hillsides, I wanted it to look relatively soft and easily eroded similar to "Loess" http://en.wikipedia.org/wiki/Loess If you find any problems with the map gameplay wise, let me know and I will fix it. 8)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

One last point to critizize left - if Mountains erode, arent there alway (at least dryed-out) Riverbeds in the Valley - and in those Riverbeds Sandbars - somewhere the Material has to go... The Errosion is really great - but the Greengrassfields below are... wrongish unnatural - although the Flat terrain is important for Basebuilding... serious dilema.

http://en.wikipedia.org/wiki/Image:Miss ... d_bars.jpg
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

PicassoCT wrote:One last point to critizize left - if Mountains erode, arent there alway (at least dryed-out) Riverbeds in the Valley - and in those Riverbeds Sandbars - somewhere the Material has to go... The Errosion is really great - but the Greengrassfields below are... wrongish unnatural - although the Flat terrain is important for Basebuilding... serious dilema.

http://en.wikipedia.org/wiki/Image:Miss ... d_bars.jpg
That's right, you would expect to see flood dunes in the canyon floor, but as you said, that's a problem for base building, so the floor is almost flat, a compromise I couldn't avoid. 8)

http://www.uwsp.edu/geo/projects/geoweb ... lands0.HTM
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

You could render it in and let the Heightmap untouched.... 8)
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