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.::.NEW MAP.::. Crossings_v4 FINAL

Posted: 31 Mar 2006, 04:21
by MR.D
This is an remake on an older map that I released.

16 wide x 8 tall Blended Terrain map for 8 players.

High desert savannah blends into lower forested area below.

Push the middle style, low metal at start positions ensures expansion for victory.

Dawn breaks over this mixed terrain as the Core and Arm units face off to gain control of the high metal in the lower forests at this East vs West style map.

Supports up to 4v4 games.

**Edit**
Mex radius increased to assist Moho placement.
Wind reduced to 2-25.
Metal patches on texture fixed that were missing.

***DOWNLOAD LINK***
Version 4 Final release
http://www.fileuniverse.com/?p=showitem&ID=2808

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Posted: 31 Mar 2006, 05:34
by hrmph
I really like this map. Looks very nice. Only thing I think needs a bit of work is the metal spots. Aside from that its great.

Posted: 31 Mar 2006, 15:39
by MR.D
I wonder if tweaked slightly, could this work as a water map?

Posted: 31 Mar 2006, 18:52
by NOiZE
I like it quite a bit,

however some points of critique,

- The map edges look a bit weird
- Wind is too high (reliable) make it like 1 - 25
- a increase in metal extractor radius, so it's easy to upgrade to mohomines

I really hope you fix these issues :-)

owh and it's a bit clear you copied one side, would be nicer if it was a bit different.

Posted: 01 Apr 2006, 00:37
by MR.D
The map edges was something I was just trying out, so that the sides look like there is actual ground there instead of just being paper thin.

Mex radius and Wind is easily fixed, but changing the 1 side to look different would take a little more work than I think is needed.

I wanted to keep this map nearly symetrical for balence reasons, would a texture alteration work and not seem hokey?

I'll get another update for this map after it gets a little more play.

Posted: 01 Apr 2006, 02:04
by Maelstrom
I like the map. Its good fun to play on. Just a couple of points though:

A retexture would be good, so the sides dont look exactly the same, even if they are

The metal and wind have already been pointed out. Also, one, possibly more metal spots do not have a visible metal spot on them. The one I noticed was somewhere in the ramp bits, although there might be more.

The map edges are good, makes it look a little less paper-thin and wierd.

And turning this into a water map would be interesting. Just raise the height difference a little so ships can fit and it might be a good s2s type map.

Posted: 01 Apr 2006, 10:17
by MR.D
OK guys, the wind is reduced to 2-25, mex radius is at 85 (was 60) and you can place moho LVL2 mines easily now on all the rough spots

I also fixed the metal pacthes on the texture for the spots that they were missing.

This is going to be the last update on the map, unless something drastic has slipped my attention.
Give it a good run and let everyone know what you think of the map.

Thanks to Gnome and RabidMongoose, the map is now on the Main maps list with the rest of the maps, check the 1st post in this thread for the updated download link.

Posted: 01 Apr 2006, 13:02
by NOiZE
I love it,

MR.D

Great work!!

:lol:

Posted: 01 Apr 2006, 22:12
by submarine
the screenshots look great but it seems as if the ground is still very uneven with lots of little holes. this is very annoying when taking controlm of a unit (which i like very much)

Posted: 01 Apr 2006, 23:10
by Flint
What a nice looking map, great work.

Posted: 02 Apr 2006, 00:22
by MR.D
The forest area below is fairly flat, only the desert area is rocky like that.

Posted: 02 Apr 2006, 10:35
by mufdvr222
Thats a nice map :-)

Posted: 04 Apr 2006, 05:51
by MR.D
Do you guys feel like the metal is maybe a little too low?

Reason I ask is this, most games that keep all 8 players and past that 20 minute mark seem very prone to get sync errors.

I love longer more intense games, but with more metal the game can progress quicker and avoid that sync error bug in net transfers.

Do you guys feel that the map needs more metal at that center, or does it play out just like you guys want it to?

Posted: 04 Apr 2006, 07:26
by Kixxe
nah, it's pretty okay. Raseising the metal would lower it's 2v2 value.



And higer metal to lower sync problems? Wtf?

Posted: 04 Apr 2006, 09:33
by MR.D
I noticed that regardless of how much metal, there is always at least 1 or 2 players that build massive wind forest.,
Or tons of Con units like Farks or whatever, so I guess the point I was making is moot.

A little more metal gets the whole game up and going quicker.

But less metal means that you have to use alot more strategy to win, and is also when a single heavy unit can make or break an attack.


I gotta quit playing speedmetal I think, its ruining my regular play style :-)

Posted: 04 Apr 2006, 12:22
by NOiZE
when it's worth it and there is buildspace i always windfarm!

Posted: 11 May 2006, 23:16
by bamb
MR.D wrote:I wonder if tweaked slightly, could this work as a water map?
Did you try it? If not, go for it! :-)

The slopes could provide good entrypoints for amphibious and hover thingys while ships could still get close to shore at steeper places.

Been playing this a lot

Posted: 11 May 2006, 23:32
by Pxtl
I've been finding that success on this map too heavily focuses on control of the middle mesas. It's never "one side gets one geotherm, other side gets other geotherm". Every game I've played, one side gets either one geotherm isle and has firing range over the other, or gets both. At that point the economic boost of control makes the rest of the game an inevitable sweep.

Second, a problem I'm finding in a large number of teamplay maps is that the teammates bases are too open to each other. Thus, if one player falls, then it is trivial to sweep in the backsides of every other player in on the alliance.

Posted: 12 May 2006, 07:57
by MR.D
Pxlt, that is the whole idea, you fight for all the metal in the middle, first person to get shy and back off or strains their economy to much will be crushed and forced back onto the high ground.

The player strong enough to capture the whole center is rewarded with the extra metal to gains strength to push uphill into the enemy base.

I will agree with you, the map can be very unforgiving of teamates that aren't willing to hold their territory, but that can be said for any map.

One of the biggest setbacks is when a host starts the game with very wide boxes, giving the risk takers and com rushers the advantage of being first to that center.

As far as 1 teamate falling and getting shoved back to spawn, that is up to his fellow teamates to help, if they sit there and watch it happen its their own fault when they get flanked from behind later.

The best you can hope for while battling for the middle, is to either capture the center early and force the enemy into retreat, or to stalemate those extra metal patches untill you can afford LVL-2, then its anyone's ballgame.

Even those center mesa's aren't advantage enough for a Porcupine player either, they aren't tall fortresses, but they do give slightly better line of sight over ground units passing in front for supported defence or assaults.

There is also a reason I put those geothermals up that close to the center too, its a risk and at the same time can be a valuable asset, if you can blow it up its likely to splash and kill or heavily damage anything near it.