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.:New Map:. EE-DeltaGlade.sd7

Posted: 04 Apr 2007, 08:54
by Forboding Angel
Well I'm a damn liar, cause it is neither a delta nor a glade, but meh, who cares :P

Another EE map in the spirit of riverglade. The water level is shallow enough so that units weapons will typically be protruding and they can fire. Should play well in TA type mods.

As usual, features by Lathan and Smoth.


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Posted: 04 Apr 2007, 14:35
by pintle
Sweet. Ty forb, smoth, and lathan

Posted: 04 Apr 2007, 15:11
by LathanStanley
mushrooms with no trees? :P

trippy!

Posted: 04 Apr 2007, 18:02
by Caradhras
cool, dl'ing

Posted: 05 Apr 2007, 19:54
by knorke
I like the metalspots in the water and that there is no metal on the centerhill.
But still, taking the centerisland is almost instant win I think if you can build factories there.

I found the top left startisland harder to protect because on its right there is no metal and thus you would normally not expand there. The coastline is also longer than the coastline of the other island.

With all the height differences you have to pay attention that LOS-weapons like cannons or plasma actually fire.

The graphics are very good but I'd like to see a map with different terrains. For example the middle is green while the startislands are sand. Your maps seem always to consist of only one underground (that usually looks quite good) but combinations might make things more interessting.

Posted: 05 Apr 2007, 21:55
by smoth
yes, moar like foothills basin redux and moar 20X20 maps.

Posted: 06 Apr 2007, 07:09
by Forboding Angel
knorke wrote:Your maps seem always to consist of only one underground (that usually looks quite good)...
See now this comment just irritated me, because it's not true.

Foothill Basin Redux
EE&BA Waterways
Whakamatunga Riri
and many others, however, I understand what you're getting at, but with "Glade" I'm going for super pretty green maps, however, request noted. :P

Posted: 06 Apr 2007, 11:19
by 1v0ry_k1ng
I dont like shallows much, it generally becomes a line that people porc along, but these maps are teh shiny

Posted: 06 Apr 2007, 11:35
by knorke
if you porc on your startisland your mexes in the shallow water outside get destroyed because you cant protect them.

Posted: 06 Apr 2007, 16:38
by pintle
knorke wrote:if you porc on your startisland your mexes in the shallow water outside get destroyed because you cant protect them.

gunships, artillery (mobile or static) an annihilator or whatever the big d-fenz of choice is in your mod, and you can often sit happily reclaiming their failed offensives, all the while massing bombers/hovers/whatever. Shallows slow movement speed= more efficient porcing.

Posted: 06 Apr 2007, 18:24
by Neddie
pintle wrote:
knorke wrote:if you porc on your startisland your mexes in the shallow water outside get destroyed because you cant protect them.

gunships, artillery (mobile or static) an annihilator or whatever the big d-fenz of choice is in your mod, and you can often sit happily reclaiming their failed offensives, all the while massing bombers/hovers/whatever. Shallows slow movement speed= more efficient porcing.
I believe that has more to do with the mod balance than the map balance.

Posted: 06 Apr 2007, 19:19
by pintle
Obviously the existance of metal makers etc. greatly affect the viability of porcage, and that is inherently mod dependant, but as a general rule of thumb, placing defences behind an area that greatly reduces ground units move speed increases their effectivness (how the hell do you spell that) quite a lot.

To portray the defensive bonus concurred through a shallows based map in the context of a binary porc/expand decision is overly reductionalist, and it is obvious that expansion is necessary in order to acquire resources, but i do still feel that shallows/chokepoint based maps lead to a more cautious, defensive, and above all, longer game.

Posted: 06 Apr 2007, 23:34
by smoth
not really pintle, in gundam there are mechs thet get a speed BOOST from it. Also, in EE, s44 and gundam many mobile units can fire across it just fine...

you are talking about an aspect of another mod. This map was made for units that can shoot more then 6 feet in front of them.

Posted: 07 Apr 2007, 00:00
by knorke
true true.
also GD cant build their armed mex in the water.

with EE all units can shot out of the water, it is not very deep.
the water is not really a chokepoint, just look at the long coastlines of the islands, even closing this with DTs takes some time.

with NI the map might get interessting when the hovercrafts rule the water, but probally can not get on the hills.

Posted: 07 Apr 2007, 00:05
by smoth
smoth wrote:yes, moar like foothills basin redux and moar 20X20 maps.
oh and forb... *poke* *poke*

Posted: 07 Apr 2007, 01:28
by Forboding Angel
URC's cloaked/stealth mex can't be built in the water either, so what's your point?

Argue as much as you like about TA mods gameplay on this map, the constant truth of the matter is that TA mods are for the most part ass backwards in spring. You have giant tanks that can shoot a shell roughly 20 feet, scout bots that can see in a radius of maybe 50 feet... It's ridiculous, not to mention the fact that this map was created for EE, Hence the title EE.

Ungh, so much fail, so little time...

Posted: 07 Apr 2007, 01:35
by knorke
URC's cloaked/stealth mex can't be built in the water either, so what's your point?
That you can't use them to porc?

Posted: 07 Apr 2007, 02:40
by Forboding Angel
oooooooh, My bad dude! I misunderstood what you meant.

ding ding ding the professor is in :lol:

Posted: 07 Apr 2007, 16:03
by pintle
I was thinking in terms of multiple mods, and not with specific referance to this map, just shallows in general. I'll take smoth's point about gundam because i have only played about 10 games of it, but the range thing... I would be inclined to dig in a little back from the water, so you fire on them as they are crossing not as they approach, and use units like penetrators, artillery, sniper kbots and morties which, surprise surprise, outrange assualt units.

To argue the realism of a game where the central premise is to arrive in a contested zone about half a mile from your enemy, and immediatly set up mining operations seems pretty silly to me. Gameplay>realism, thats why im not playing flight sim.

Watch games on most maps with shallows and see how they develope compared to comet and its clones (wee binary comparisons). A lot of the time defensive lines are put up along the shallows, and im pretty sure its not just for the aesthetic values.

I enjoy maps like this one; atm im trying to convince more xta players to use altored arctic more often, i was just pointing out what i percieve to be the (not necessarily negative) impact on gameplay that island hopping maps have, but feel free to flame me.

Posted: 07 Apr 2007, 20:20
by Forboding Angel
Pintle, did you listen to what smoth and other said?

Try playing BOTA on this map, you';ll be in for a bit of an awakening.

See the reason maps like this work so well for EE is the fact of weapons range. Generally by the time the units are in the water they are in range of the defences, not to mention that plopping a few arty units on the other shore will do wonders for clearing the way.


TA "Modders" need to get their heads out of the sand, and realize that in a 3d engine a unit that can shoot all of 6 feet == fail. Seriously dude, look at the size of a thud, now look at it's range. Doesn't that make you kinda go huh?