Into Battle - New map (updated to v3)

Into Battle - New map (updated to v3)

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

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JohannesH
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Joined: 07 Apr 2009, 12:43

Into Battle - New map (updated to v3)

Post by JohannesH »

Yep, so I made a map.
http://www.springfiles.com/show_file.php?id=2615
Image

Mainly desinged for 2 players, but you should be able to play 2v2 as well without getting too pissed off.

Its 12x12
Wind is 6-13
Mexes give 1.9m each.

Heightmap made with gimp, texture with World Machine (though the free version being limited to 513x513 resolution means the texture ended up kinda bad when you look closely, well also cause I'm noob at it).
I dont have a clue of the sun values etc., if those are bad for some reason, suggest better ones.

So now go play it... Or criticize it possibly too.

Some tactical pics
Image
Image
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Last edited by JohannesH on 03 May 2010, 16:39, edited 3 times in total.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Into Battle - New map

Post by Beherith »

Absolutely amazing! For a first map, its way above par, so congrats and keep up the good work!

Did you try layout mode in world machine to make the heightmap?
What method did you use to make the topography lines?
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Into Battle - New map

Post by JohannesH »

I didnt use the layout mode, it was the part of WM that didnt work properly with my gfx card. I used it for textures only.

The lines came with taking the heightmap -> terracing -> erosion -> erosions wear map to equaliser -> color generator using the equaliser as mask input.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Into Battle - New map

Post by Beherith »

Hmm, what does it do for you on layout? Could you provide a screenshot? Are you running ATI or integrated graphics?

edit: a side note on the metal layout: You seem to have a dozen mexes per start point. and a dozen to fight for, what where you going for with this layout?
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: Into Battle - New map

Post by SirArtturi »

Imo, it's really nice for the first map. Especially the heightmap part.

You clearly know how to do proper concepts/layouts and do not indulge in unneccesary gimmicks/experiments.
Satirik
Lobby Developer
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Joined: 16 Mar 2007, 18:27

Re: Into Battle - New map

Post by Satirik »

an ingame screenshot would be appreciated
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Neddie
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Re: Into Battle - New map

Post by Neddie »

These are all ingame shots.
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KaiserJ
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Re: Into Battle - New map

Post by KaiserJ »

very nice indeed sir!
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Into Battle - New map

Post by Pxtl »

@ Neddie - I think he means an up-close shot with visible units so we can see what the texture looks like at normal play distance. Something that 90% of these "look at my map" posts miss - how will it look when we're actually playing it? 3/4-view glamour-shots are also acceptable.

And yet all you see on SpringFiles or this site are the same damned "look, here's a picture of my map that gives you an idea of the layout but no concept of scale or what it actually looks like in-game".
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Neddie
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Re: Into Battle - New map

Post by Neddie »

I'm aware of what he meant, but am demonstrating why that is the wrong way to ask for it.

Example of play distance/terrain shots - http://springrts.com/phpbb/viewtopic.php?f=13&t=14004
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Into Battle - New map

Post by JohannesH »

I made another version of it, v2 has improved texture.
Image
And yet all you see on SpringFiles or this site are the same damned "look, here's a picture of my map that gives you an idea of the layout but no concept of scale or what it actually looks like in-game".
The concept is kinda the main point no? For scale i said its 12x12, and does it matter so much how it looks ingame when you havent played a single game on it yet

edit: a side note on the metal layout: You seem to have a dozen mexes per start point. and a dozen to fight for, what where you going for with this layout?
You mean to ask why theres so little metal in the middle parts? I figured that the hills are made in such way that theyre worth fighting for for map control, whether theres much metal or not. So early you have the option of capping those mexes near you a bit faster, or trying to gain control the hills/middle choke, which might make for a more dynamic game with one side attacking and another defending, instead of just both sides ramming tanks at each other nonstop.
Also making some good defensive positions for the late game, so you can see more tech than t1 tanks more often. The corners are still pretty vulnerable to attack all game long, if you can afford to attack there without getting counter attacked.
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JohannesH
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Re: Into Battle - New map (updated to v3)

Post by JohannesH »

v3 now. Startpositions fix.
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