New Map - Charlie in the Hills
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New Map - Charlie in the Hills
COULDN'T POST LINK TO MAP OR SCREENIES CAUSE I'M A NEWBIE. IT'S UPLOADED ON UNKOWN FILES SO JUST SEARCH FOR CHARLIE K GO!
First off all credits to creation of this map goto Ralphie. He's done a mighty fine job creating such a beautiful map. I just came up with the concept.
So what is the concept......we really set out to create a map that required solid team play rather than a series of 1 v 1 battles on a 4v4 map. We've added some innovative features to help with team play and gameplay.
This map is designed for a 4v4 battle but can accomodate 5v5 or 3v3. Ideally there should be two players who start up the front. One player who is semi-protected by a lake and has the most metal spots to build an uber economy. This player should also assist at the front lines, provide troops for air drops and defend against other air drops. Finally there is an elevated platform which will require the person who starts on it to go air. All players will need to work together to fend off attacks or provide the decisive blow.
One of the major thrusts of the map is to promote the extensive use of air drops (something which is greatly overlooked as a tactic these days). There are 4 zones for large air drops. Two for kbots, one for amphibious (and hovers if they could get airlifted) and one for vehicles. The terrain has also been designed to allow relatively safe passage for the transports and to avoid ground based anti-air. Middle is resonably open allowing for some nice tank engagements.
So please throw some feed back at us on ways to improve/change the map.
First off all credits to creation of this map goto Ralphie. He's done a mighty fine job creating such a beautiful map. I just came up with the concept.
So what is the concept......we really set out to create a map that required solid team play rather than a series of 1 v 1 battles on a 4v4 map. We've added some innovative features to help with team play and gameplay.
This map is designed for a 4v4 battle but can accomodate 5v5 or 3v3. Ideally there should be two players who start up the front. One player who is semi-protected by a lake and has the most metal spots to build an uber economy. This player should also assist at the front lines, provide troops for air drops and defend against other air drops. Finally there is an elevated platform which will require the person who starts on it to go air. All players will need to work together to fend off attacks or provide the decisive blow.
One of the major thrusts of the map is to promote the extensive use of air drops (something which is greatly overlooked as a tactic these days). There are 4 zones for large air drops. Two for kbots, one for amphibious (and hovers if they could get airlifted) and one for vehicles. The terrain has also been designed to allow relatively safe passage for the transports and to avoid ground based anti-air. Middle is resonably open allowing for some nice tank engagements.
So please throw some feed back at us on ways to improve/change the map.
I HEP U OUT
http://spring.unknown-files.net/file/21 ... the_Hills/
these screenshots are fawking huge
http://www.unknown-files.net/imagestore ... 0_img0.jpg
http://www.unknown-files.net/imagestore ... 0_img1.jpg
http://www.unknown-files.net/imagestore ... 0_img2.jpg
http://www.unknown-files.net/imagestore ... 0_img3.jpg
http://www.unknown-files.net/imagestore ... 0_img4.jpg
http://spring.unknown-files.net/file/21 ... the_Hills/
these screenshots are fawking huge

http://www.unknown-files.net/imagestore ... 0_img0.jpg
http://www.unknown-files.net/imagestore ... 0_img1.jpg
http://www.unknown-files.net/imagestore ... 0_img2.jpg
http://www.unknown-files.net/imagestore ... 0_img3.jpg
http://www.unknown-files.net/imagestore ... 0_img4.jpg
Last edited by hunterw on 21 Jan 2007, 09:31, edited 1 time in total.
Re: New Map - Charlie in the Hills
i've never had a 4v4 really feel like that, but i digressDufus wrote:we really set out to create a map that required solid team play rather than a series of 1 v 1 battles on a 4v4 map.
i want to play a match on this one soon, because i like the ideas a lot - particularly the airdrop spots on the outsides. the only thing i would recommend, as has already been said, would be metal spots out in the spiky mountain area for the air players to expand to and fight over. I might also make the mountains a bit less spiky...but not to where any land unit could walk around on them better than they already can.
i found about five places to build defenders (there are probably much more for building flak), but i bet AA structures will miss all the time since they have those spike mountains blocking their shots from all directions. also, planes fly over the mountains themselves varying their altitude constantly. having fighter aircraft battling groups of air transports might be weird due to this.
I left the sides with no metal to try and minimize its value; if there's no metal there players wouldn't be as inclined to defend it, thus leaving it a bit more open to air.
I tried a .nocost air fight on the mountains, they didn't see to have too much trouble shooting each other down.
That said the main use of air in games so far has been bomber spam
edit: ta for posting the links, apparently i need to post more before I can be a non-viagra selling spammer.
I tried a .nocost air fight on the mountains, they didn't see to have too much trouble shooting each other down.
That said the main use of air in games so far has been bomber spam

edit: ta for posting the links, apparently i need to post more before I can be a non-viagra selling spammer.
Great concept: Ive always wanted to see a dedicated air player on a sealed off portion of the map, and i love real team games.
You might have a problem with people fighting over the porc and air spot, especially noobs and speedmetal heros who try to tech to krog (a problem on tangerine). This is alleviated by the fact that a good player going on the front actually has, potentially, many more metal spots- if he expands fast enough (Which good players do).
It looks very vechy too. Adding kbot, hover, amhpib or ship routes and mex spots would add role diversification and increase the requirement of cooperation. Remember, almost half the units in the game area sea units! You like transports, but give hover, amphib and sea transports some love too! Those bodies of water arent really enough to encourage much use of hovers or amphibs- you need to cross that large expanse of flash-friendly landscape to reach them.
I can really see bombing raids pwning this map too. Those mountains help transports- but they are very close to the bases, and that also helps bombers!
Still, it looks fun. Ill have to play it and see if any of this speculation is true.
You might have a problem with people fighting over the porc and air spot, especially noobs and speedmetal heros who try to tech to krog (a problem on tangerine). This is alleviated by the fact that a good player going on the front actually has, potentially, many more metal spots- if he expands fast enough (Which good players do).
It looks very vechy too. Adding kbot, hover, amhpib or ship routes and mex spots would add role diversification and increase the requirement of cooperation. Remember, almost half the units in the game area sea units! You like transports, but give hover, amphib and sea transports some love too! Those bodies of water arent really enough to encourage much use of hovers or amphibs- you need to cross that large expanse of flash-friendly landscape to reach them.
I can really see bombing raids pwning this map too. Those mountains help transports- but they are very close to the bases, and that also helps bombers!
Still, it looks fun. Ill have to play it and see if any of this speculation is true.
Gave it a shot: It plays really fast, like somewhere between Comet Catcher and Altored.
Having the air player really adds another dimension to it. Usually air is 'optional'. often a second or third fac, so you arent sure when to build AA, and how much. On this map you know that you have a dedicated air opponent- so its an integrated part of your strategy. Bomber rushes are very effective, though ive yet to see effective use of the transport spots (Usually its too fast paced at the front for people to bother).
Having the air player really adds another dimension to it. Usually air is 'optional'. often a second or third fac, so you arent sure when to build AA, and how much. On this map you know that you have a dedicated air opponent- so its an integrated part of your strategy. Bomber rushes are very effective, though ive yet to see effective use of the transport spots (Usually its too fast paced at the front for people to bother).
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