Page 1 of 1
New map Canyon Pass
Posted: 19 Nov 2006, 03:12
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

Posted: 19 Nov 2006, 10:03
by Comp1337
How are the startposes placed?
Posted: 19 Nov 2006, 12:32
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.
Posted: 19 Nov 2006, 14:07
by Forboding Angel
oooo pretty
I really like the layout on this one. Downloading ;p
Posted: 19 Nov 2006, 15:13
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
Posted: 19 Nov 2006, 16:15
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.
Posted: 19 Nov 2006, 17:46
by Fanger
NOize send Lathan a PM about some trees, Im sure hed love to make an arsepile of trees at some point..
Posted: 21 Nov 2006, 15:11
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
Posted: 21 Nov 2006, 21:19
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.

Posted: 22 Nov 2006, 10:18
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.

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.

Posted: 22 Nov 2006, 18:06
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
Posted: 23 Nov 2006, 10:02
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.
http://www.uwsp.edu/geo/projects/geoweb ... lands0.HTM
Posted: 23 Nov 2006, 17:55
by PicassoCT
You could render it in and let the Heightmap untouched....
