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New map: Divided Beaches

Posted: 21 Dec 2006, 16:59
by manored
Image

The map is not yet ready (and not being released now), so dont yell at me because it doesnt have textures or features :wink:

Some things that cannot be seen in a screenshot:
*Its made for 4 players but it probaly can support more if everone occup a little less space
*wind speed is 5-20
*Tidal strengh is 10
*Metal is equally distribuited around the entire map, with a extractor radios of 200. A metal extractor in full work gets around 2.5 metal points.
*hardness is 500
*for some reason then ai.ddl is placed in one of the lower beaches it makes just 2 solars and then stops. No idea of why this happens but I already say it happening on other maps.

It probaly will take around 2 months to be finished because im going to do a looooooong trip :wink:.

What you guys think?

Posted: 21 Dec 2006, 18:48
by Sheekel
It's a start.

Posted: 21 Dec 2006, 20:40
by manored
:-)

Posted: 21 Dec 2006, 20:41
by manored
:-) ... ops, double post

Posted: 21 Dec 2006, 23:23
by hrmph
I think you should play around with making maps a lot more before you release your next map. The two I've seen look like something you should have created while learning how mapconv works; not something you want the public to see.

Posted: 21 Dec 2006, 23:37
by Guessmyname
But the public like first-time maps! Look at speedmetal!

Posted: 21 Dec 2006, 23:46
by Sheekel
ZINGGGGG!

Posted: 22 Dec 2006, 00:05
by Strategia
Well, personally, I think that it is A Good Thing (tm) that mano's releasing his maps to the public at this point. This way, the General Population (tm) can comment on them already, and he can get a feel for what works and what doesn't. Plus it keeps kindling the desire in me to take up mapping myself :)

Posted: 22 Dec 2006, 00:17
by manored
Unhappyfull in the next two months I will be in a place internetless and with a slow computer (too much for spring) what means that I will not be able to make maps. You guys wont see the final version of this map before new year. :roll: (unleash I sundently decide to waste the entire day of tomorrow finishing it but I dont think so)

Posted: 22 Dec 2006, 00:34
by bamb
Why not spend a little more than 5 minutes making the next map? Like a few hours?
Please have some self-critique before asking critique from others.

It's not the worst thing in the world now, but it could be better that way. Cheers, I hope you become a nice mapmaker.

Btw the AI stalling is because of Krogothe's metal AI (which the AI:s use) not working very well except with traditional metal spot metalmaps (like comet catcher).

Posted: 22 Dec 2006, 00:40
by manored
bamb wrote:Why not spend a little more than 5 minutes making the next map? Like a few hours?
Please have some self-critique before asking critique from others.

It's not the worst thing in the world now, but it could be better that way. Cheers, I hope you become a nice mapmaker.

Btw the AI stalling is because of Krogothe's metal AI (which the AI:s use) not working very well except with traditional metal spot metalmaps (like comet catcher).
I wasted a few yours. This is not the first version of it and neither the last one. I recompiled it at least 5 times just to get pleased with the metal gathering speed and much more to get pleased with the shape of the map.

And if I puted it there, this means I like it. How could self-critique possibly save me from showing it to the world? :wink:

And thanks for the info.

Posted: 22 Dec 2006, 01:09
by Erom
You should either make the map symetric or make the asymetry have a reason. Having the map slightly asymetric like that just makes it obvious that you didn't want to bother mirroring it.

Posted: 22 Dec 2006, 03:08
by manored
Perfect symetry doesnt make a map look natural.

Posted: 22 Dec 2006, 06:11
by Ishach
no-one who actually plays spring cares about how natural a map looks. its all about the gameplay.

Posted: 22 Dec 2006, 15:11
by Erom
What I mean is, it doesn't look natural like that. It looks draw, with a brush, in a graphics editor. You should either A make a map totally symetric and thus balanced, or B, actually map the map asymetric enough to look natural. Right now, it looks like neither.

Edit: I don't mean to sound so harsh, I think it's excellent that you want to start mapping, we always need more content creators. The above really is meant to be constructive criticism and not a putdown.