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Map request, concept available.

Posted: 30 Jan 2007, 09:04
by Foxomaniac
Warning : Serious request with a long description - please do not fool around in this thread.

I've been trying to make this map for a while now, but I'm an epic failure when it comes to drawing/heightmap - drawing has never been my thing really =/.

I've tried to get hrmph to do it - he liked the concept a lot and said he would give it a try... after renewing L3DT, of course - hrmph being the lazy boy he is won't ever get it done, he told me I might as well learn to map =P.

So here it is, any mapper who feels like doing it - please do tell me.

Here's the rough concept :
Image

Here's an explanation :

Black : Amphibious-trenches , for amphibious units.

The water should be deep enough to allow amphibious units to be submerged in the water but at the same time, the water should be shallow enough to allow EASY climbing into shores/coming out of crossing points - to prevent "I maek d-fens lozl!".

Keep in mind that these trenches must be large enough for packs of amphib units (at least a triton in 1 row), as large as possible - without allowing the player to build a shipyard, ships are a big fat NONO.

Dark Grey : Shallows, acts as climbing points over the map for amphibious units and as bridges for all other units, height difference between this and the amphibious trenches shouldn't be much - as stated above, at the same time the height difference between the shallows and the mainland should be as a little as possible - to prevent defenses gaining advantage yet again.

Grey : Mainland, height difference between this and the shallows shouldn't be big - to prevent defenses having extreme advantage. the mapper who would be up for this challenge is free to add a few small / pimple hills if he wants.

White : Natural mountains / fort walls / whatever, acts as base perimeter, only spiders may climb this.

Light Grey : Hills that gradually increase/decrease in size, forming a Kbot-only path to a small plateau located on the perimeter - The "stair-hills" should be as smooth as possible, without a lot of height diffrence between the perimeter and hills - to allow smooth climbing of kbots, denial of usage for everything non-kbot/air and to prevent defenses (if orchestrated on the plateau) from having a large advantage over the attacker.

The plateau's purpose is as a gathering area for the attacker/d-fens point for defender.

Keep in mind that the plateaus aren't drawn on the concept - it is up to YOU, the mapper, to put them in feasible locations.

List-of-things-the-mapper-must-do

1. Make a proper "Base" location, the ones in the concept are random.
Keep in mind that each base must have TWO wide-open entrances, TWO sneak "kbot attack" entrance and ONE or TWO Amphibious trenches / shoreline paths.
2. Draw shores =P, they're not drawn on the concept.
3. Amphibious trenches have to be plentiful - like in the concept, but my concept is rather messy - you'll have to plan a clean layout for the trenches =).
4. Every trench must at least connect to another trench path - forming a "network" of trenches.
5. OPTIONAL : 3 Mini-bases in the center.

Map's size :

Debatable, I'm thinking 16x16 or 20x20 - leaning more on 20x20.

Map's goals :

1. To open up every possible way of attacking.
2. Moderately fast-paced gameplay by having moderate amounts of metal and an emphasis on expansion.
3. Ideally 3v3 but possible up to 6v6! (2 in each base).

Controversial thought :

Packing in "disabled" depthcharge launchers and torpedo launchers with the map (ala cow style) to prevent locking of amphib trenches using huge amounts of DPs/TLs in baseline.

That is all.

Complex?
Yes.
Hard?
Absolutely.
Epic winrar?
DEFINITELY!

I await ye' replies.

Send PM/Post in thread/Contact me in lobby if you have any questions.

Lobby name : [LCC]Fox[DT] / TwoTired.

Posted: 30 Jan 2007, 12:34
by Forboding Angel
Nah, this is relatively easy. I'll do it.

What climate ya want? Green? Desert? mars? moon? mixture? etc?

I reccommend desert, cause that would just look neat as all hell.

Posted: 30 Jan 2007, 12:36
by Foxomaniac
Woot, love ya forb!

I'm thinking tropical-ish, vibrant colours that give a "healthy" feel to the map.

Kinda like tangerine/tropical's warm colours - stuff liek dat.

Edit :

Show meh teh desert climate and teh tropical one.

It's really up to you as the final say I suppose =P.

Post it in this thread so you'l see people's reaction to the climate as well.

So far I have :

Desert supporters :

Quantum.

Tropical supporters :

Hydrix.

Posted: 30 Jan 2007, 14:25
by manored
Desert theme aparears nice to me.

Posted: 30 Jan 2007, 14:31
by ralphie
A map consisting of a network of watery trenches doesn't really scream "desert" to me, personally.

Posted: 30 Jan 2007, 15:10
by Goolash_
I think you'll have a big height difference in the amphibious trenches. If i'm not mistaken (i'm sure FA can tell me if i'm right) in order that normal units won't be able to cross the water they have to be at least at -30 and the shoreline has to be something like 10 and any llt at that height difference will do some damage. just something to think about...

btw: I'm for the desert.

Posted: 30 Jan 2007, 15:32
by PicassoCT
Ralphie ? Desert with Water Trenches not reasonable ? Wadis? Grand Canyons? Dscherids ?

Posted: 30 Jan 2007, 17:29
by Peet
Looks a bit like a lot of starcraft maps...I'd say go for a tropical theme...or mars.

Posted: 30 Jan 2007, 18:22
by Forboding Angel
it's all in the heightmap. If you have ever played on okiriver remake, or if you ever downloaded my EE-Isidis map pack, you can see how it is done.

The thing that you want is for units to be able to cross the land bridges with their guns sticking out of the water, which is relatively easy to accomplish.

One thing you should realize about amphibs... They have about the same climbing ability as kbots, so slopes on the sides of land masses (assuming you do it even partially right) generally aren't an issue.

BTW, SMFED is possibly the best mapping tool to ever hit spring, with the exception of L3DT. We have Weaver to thank for that little Gem :P

Re: Map request, concept available.

Posted: 30 Jan 2007, 21:55
by hrmph
Foxomaniac wrote: I've tried to get hrmph to do it - he liked the concept a lot and said he would give it a try... after renewing L3DT, of course - hrmph being the lazy boy he is won't ever get it done, he told me I might as well learn to map =P.
Yeah, calling someone who drinks once a week (if that) 'beerboy' repeatedly tends to have that effect. :P I'm glad someone is making it: if I had a working copy of L3dt it would have been a simple task. Maybe I'll purchase it after-all..

Re: Map request, concept available.

Posted: 30 Jan 2007, 22:09
by Foxomaniac
hrmph wrote:
Foxomaniac wrote: I've tried to get hrmph to do it - he liked the concept a lot and said he would give it a try... after renewing L3DT, of course - hrmph being the lazy boy he is won't ever get it done, he told me I might as well learn to map =P.
Yeah, calling someone who drinks once a week (if that) 'beerboy' repeatedly tends to have that effect. :P I'm glad someone is making it: if I had a working copy of L3dt it would have been a simple task. Maybe I'll purchase it after-all..
Shush -), 'tis a funny nickname and you know it =].

Posted: 30 Jan 2007, 22:33
by Neddie
I'm behind Desert personally.

Posted: 30 Jan 2007, 23:35
by PicassoCT
I am for Beer coloured Water ;)

Posted: 31 Jan 2007, 00:32
by LordMatt
Make it a lusch tropical climate (like planet lusch in OTA), I think that would go best with the narrow waterways Fox wants.

Re: Map request, concept available.

Posted: 31 Jan 2007, 01:36
by Forboding Angel
hrmph wrote:Maybe I'll purchase it after-all..
It is sooo worth it ;p

Posted: 01 Feb 2007, 07:43
by Forboding Angel