Aria - first run

Aria - first run

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

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Sangue
Posts: 92
Joined: 16 Jul 2007, 18:45

Aria - first run

Post by Sangue »

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Last edited by Sangue on 21 Jan 2008, 02:57, edited 2 times in total.
MetalSkin
Posts: 77
Joined: 31 Aug 2007, 02:42

Post by MetalSkin »

Looks nice map, gonna be a bugger for hovers me reckons :)

If I get time I'll have a crack at it tonight.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

the slopes are quite gentle, great for hovers and amphibs :D
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

Just Played it, very fun actually, a great tank rush map, with plenty of space to build a navy and get revenge. I'd have to play it more to get a true feel for the balance, but for a first match, it was a lot of fun.

the bad
The texture was a bit misaligned, nothing game breaking, but it was noticable. There were a few parts that i thought would be solid ground but when i switched to 3d view it turned out they were under water.

I'm not a fan of the metalmap you've created, its always best to place little specks and then put a metal texture over them.
Image
The metal value was a bit high, i was able to produce over 17+ metal in the first 4 minutes and with only 5 mexes.

Other Screenies...

Image
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Sangue
Posts: 92
Joined: 16 Jul 2007, 18:45

Post by Sangue »

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Last edited by Sangue on 21 Jan 2008, 02:58, edited 1 time in total.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Pretty good for a first release, I told you it had more potential than my maps! Sorry I wasn't able to be around to help you more, I got sick last week and have been bedridden for a while.

The texture is less of a concern, I think, than the metal map. However, since both are entirely up to you, you're free to use or ignore our advice as you see fit. Just noting that...

Metal patches are the norm for common play - they can be attractive, but I recommend you make your own if you include them.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

The economy is one of the most important aspects of a map. Having a bloated, high-wind or high-m economy can ruin a perfectly good map. So just be aware of that.

Otherwise it looks like it might be fun.
Sangue
Posts: 92
Joined: 16 Jul 2007, 18:45

Second Release

Post by Sangue »

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