General Cai's Revenge

General Cai's Revenge

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

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

General Cai's Revenge

Post by Forboding Angel »

This has actually be out for some time now. I jsut never made a post about it. It's designed as a 3v3 team or 6way ffa map. Should work nicely for just about any game in spring, including BA/CA/*A

Designed for EvoRTS of course, but maps made for evo generally will play nicely in the *A stuff as well, as a general rule.

Image Image

Download here

p.s. Some of you may remember general caiaphas as the overly pompous general from the evo mission stories.
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IllvilJa
Posts: 90
Joined: 08 Sep 2008, 00:01

Re: General Cai's Revenge

Post by IllvilJa »

Woo!

I get some "Verdant 44" feelings over this map which makes me very enthusiastic! And the look and texture of the terrain makes it fit well for the Spring44 mod.

A candidate for both some serious Spring44 play as well as Spring44 promotional screenshots ;).

Will be tested!
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: General Cai's Revenge

Post by hunterw »

I really like L3DTs erosion algorithms. I wonder how this map would look with a WICed texture...too bad WICed is a pain in the ass for maps bigger than 16x16
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: General Cai's Revenge

Post by Jazcash »

IllvilJa wrote:I get some "Verdant 44" feelings over this map

You get Verdant 44 feelings over every map ¬_¬

This map looks real nice and gameplay for Kbots could work nicely. However, I think the over excessive amount of trees ruin it :<
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: General Cai's Revenge

Post by Beherith »

I have to agree about the trees, too many all around. Since more than 50% of map is water edged, try to blend the waterplanecolor with the ground.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: General Cai's Revenge

Post by Forboding Angel »

You're kidding me right? The usual suspects (BA, surely CA units can... I should hope) still can't knock over trees? I thought we established well over a year ago that that wasn't cool?

And behe, I can't explain how much I don't like that perfect edge matching. It is utterly confusing when playing because you have no idea where the edge of the map is. The other day I was playing on tangerine and was rather annoyed because my move orders kept getting canceled because they were slightly off of the map's edge. Even worse, line orders, because half of the units get a move order, and the other half just sit there looking dumb.

*shrug* All of the units in evo knock over trees, they end up being gone pretty quickly.

Can't make everyone happy :?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: General Cai's Revenge

Post by Beherith »

My problem with trees isnt just them blocking shots, all t1 kbots and most t1 vecs (BA). Its mainly that it looks really off when all trees are the same size, color, shape. Thats the reason I only dare use default spring trees very sparingly.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: General Cai's Revenge

Post by SirArtturi »

Nice! Trees are fine but I think for the sense of naturality, they would look better if they were in small "clusters" and some just spread around.
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Sabutai
Posts: 413
Joined: 18 Dec 2005, 05:55

Re: General Cai's Revenge

Post by Sabutai »

Good bug hunting map :D
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: General Cai's Revenge

Post by Forboding Angel »

@behe and siratturi

Ohhh I remember now. BA units are set to avoid firing at features and stuff. You would think they would have figured that out and fixed it by now (cause the unit will jsut sit there being stupid and not figint at all, it would be a smart idea for BA/*A units to have at least avoidfeature = false, cause then the units would try to shoot through the trees regardless. See, all the evo units act as though the trees weren't even there, moreover, the trees get knocked out pretty quickly.

For example:

avoidFeature = false,
avoidFriendly = false,
collideFeature = false,
collideFriendly = false,

As a result you can see why the trees are just extra scenery. Keep in mind that this map's primary goal is for EvoRTS, if it works with other mods nicely then it's a bonus.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: General Cai's Revenge

Post by Jazcash »

I don't like the trees for a few reasons.

1# My processor is pretty bad and so maps with as many features as this cause me a lot of lag.

2# My GPU also isn't too great and I keep gfx on low anyway for good FPS, when I zoom out, small features like these trees don't show up and are just invisible which makes for fail @ me.

3# They get in the way when you're trying to reclaim metal and wrecks. If you don't have a smart nano widget then eww.

4# The trees look fairly ugly anyway. Just a few here and there would be nicer and make for nice E batches instead of cluster fucking you from every angle.

5# Yes, there's the BA fact also that a lot of units cannot shoot through features and also decide to path around them rather than through them.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: General Cai's Revenge

Post by smoth »

yeah so your solution avoids friendly on ALL features. Not going to be good on many maps.
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