Map concept HELPs

Map concept HELPs

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

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Map concept HELPs

Post by 1v0ry_k1ng »

Okay, Firstly I tried hard making a map and failed dismally as I lack the image tools and have a very shakey mouse hand (and RSI) So I cant make maps well myself. I have ideas though.
I like supcom and tangerine because they combine land air and sea in a way that all can be useful. the problem is that the small chokepoints and small coasts mean its easy to defence and DT them all off, and generally make for a bit porcy. this is worse because all the metal is in the start zone. I had a think and decided on a few solutions to these issues:

+large, sweeping supcom style beaches make DTing and defencing them off very difficult due to the large perimenter, plus they look awesome.

+placing small resources on the starting area, and 2x the resources again on the area inbetween

+ placing Metal in the sea to encourage people to go sea

+placing rocks in the middle area encouraging people to go early air to suck them up.

+ placing the resource heavy island off land, meaning air will be neeeded, ie TEAMWORK.

I also notice that n supcom, everyone wants the start spots away from the middle (furthest from the enemy) meaning they dont have to do any work. the middle also had the least metal! I decided the person going at the chokepoint needs the MOST metal, and as a bonus two geothermals, boosting early economy and making up for the fact the air players get early rocks and sea players get water mex.

I also decided sea needs to be more useful so attatched the bridges by means of shallows so boats or subs can blockade land unit movement (and leave an island vunerble to anohibious assault)

the middle is very useful and resource packed, encouraging fast expansion.

my idea is a supcom style map that gives massive bonus's to non porcers, people going air, people going sea. this was what i was left with:

Image

this is just if your interested. if anyone has no ideas but likes making good maps or thinks its interesting, please please make it. I dont lay any claim to the idea or name or anything, i Just want a smallsupcom style map that plays agressively while showing off dynamic water, air combat, beach landings...
PLEASE STEAL THIS IDEA.

edit: also, the two large non attatched islands are steeper and like small hills, as are the outer two little islands. this makes them defendable and better for making bombardment points with big berthas or sea defences etc
Last edited by 1v0ry_k1ng on 26 Dec 2006, 18:10, edited 1 time in total.
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Goolash_
Posts: 201
Joined: 25 Nov 2006, 16:26

Re: Map concept HELPs

Post by Goolash_ »

1v0ry_k1ng wrote: + placing water in the sea to encourage people to go sea
Water in the sea always encourages me to build ships... :P

I assume you meant metal, right?
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

lol! yes, oopz
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Quanto042
Basically OTA Developer
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Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

I notice that you have ur map size set to 20 x 17.
That unfortunately is not possible, for some reason, the Spring engine won't render maps that have an Odd number in thier dimensions. A quick fix is to either set it to 20 x 18 or 20 x 16. I know it sucks. I don't know how many great map ideas that i came up with got ruined by that stupid rule.

You won't get an Error from rendering it, instead u will see that the Odd side of the map is missing a large portion of its texture.

Example: (An attempt of mine to port over Two Continents (22 x 21)
Image
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

1v0ry_k1ng,

There are ALOT ... of freeware apps that will help you design your
maps. One of the major issues I've ran into was learning the proper
way to use the app and using the utils too. I've made some really
bad maps .. :? and some so-so maps .. :cry: I might even have
1 or 2, I would say are my best ... :shock:

What I'm saying is, take the time an learn Gimp2, L3DT, Paint.net,
Startpos,SMFED and UpSpring too. These are the primary apps and
utils I used to make my map designs.


Give it a second try ...
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

I will but I dont have high hopes. in the meantime someone should commondere my rough idea and make a nice beachy sunny map.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

I really like this concept. With a good metal layout it could ROCK.

One slightly radical idea - use OTA style metal patches, but reduce the number of patches on the map down to under 8. Or maybe just 8. However, set the metal value *very* high, so one BA mex makes +8 or something like that. This would help emphasize conflict points on the map and make fighting over each metal patch much more important and intense, as opposed to a map like CC where you can basically expand unopposed, and just kill undefended enemy mexes whenever you like. The corralary to this is that tidal and wind should probably be pretty low, since otherwise it'll just turn into MM spam. Even then though, if mexes are valuble/lucrative enough, MM spam by one person will get them killed by the guy who goes MMs AND expands.


I'd also suggest adding a few more submerged land bridges, mostly around the outer edges.

Great idea iv0ry, lets hope some kind mapper picks it up and makes something cool.
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

Submerged land bridges ? Bethezda had lots of those....difficult thing is trying to get the hight JUST right. To look good, get all units over the bridge, make sure boats can traverse over them ect.....

Ide give u a hand but im bussey with xta and i promised noruas i would make him a map as well...sigh....

After i get all that stuff out of the way ide happily give u a hand np. Lets just hope its not easter by that point lmao.
[KnoX]ElementalGizmo
XTA Developer
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Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

Submerged land bridges ? Bethezda had lots of those....difficult thing is trying to get the hight JUST right. To look good, get all units over the bridge, make sure boats can traverse over them ect.....

Ide give u a hand but im bussey with xta and i promised noruas i would make him a map as well...sigh....

After i get all that stuff out of the way ide happily give u a hand np. Lets just hope its not easter by that point lmao.
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

^ erm ^ does ^ annyone ^ else ^ see ^ what ^ just ^ happened ^

roflmao
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

[KnoX]ElementalGizmo wrote:Submerged land bridges ? Bethezda had lots of those....difficult thing is trying to get the hight JUST right. To look good, get all units over the bridge, make sure boats can traverse over them ect.....
You can use Maelstrom's water height thingy for that, it can tell you exactly what RGB(grey) value is what height.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

we neeed a mapper
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Caydr
Omnidouche
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Post by Caydr »

Looks like a neat concept. I like it when people actually have a PLAN for the map, rather than just having terragen or whatever spit out something random.

I could make it.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

really? that would be awesome! if you do, its all yours.
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Caydr
Omnidouche
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Post by Caydr »

Alright, once I'm done with 2.3 I'll try to find my mapping tools and put something together. I'll make sure to credit you for the concept.
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LordMatt
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Post by LordMatt »

ZOMG Caydr doesn't even come up with his own map concepts! :evil:
:P
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

someone needs to make a map like this though... I want a no porcy sea map :)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10455
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

I could do height and Texture for you - but nothing more. I am a bad Metallplacer and a Worser Feature Placer.. so i would only upload two Pictures.. would that be okay ?
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

yeah that'd be great
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PicassoCT
Journeywar Developer & Mapper
Posts: 10455
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

1v0ry_k1ng wrote:someone needs to make a map like this though... I want a no porcy sea map :)
OFFTOPIC- But -> No Porcy SeaMap ->
http://www.unknown-files.net/index.php? ... &dlid=2036

Back to Topic ->

Here is a Preview - sorry it is not Splinemodelled, so the Beaches wont have perfect curves and such stuff.. I will put Bump over it, so it will look more 3Dimensional.

I will render the Texture into the Size 10240 x 10240,
Height will be delivered with 1280
Last Changes ?

Image
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