My maps (feli)

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felipe
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My maps (feli)

Post by felipe » 11 Oct 2012, 19:27

Hi guy's

first map, trying something different, critics are welcome (but be nice plz) :D

4 player, urban 128x128, 14 oils each bases, 24 oils distributed to scavs, gateways included.
To be played with ultimate scavenger mod :wink:

This and all future (maybe) maps are "do what you want" CC0 licensed.

Hope you enjoy.
wz.jpeg
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4c-F_SinkingAirport.wz
(29.06 KiB) Downloaded 392 times
Last edited by felipe on 11 Oct 2012, 22:27, edited 1 time in total.

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Iluvalar
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Re: My maps (feli)

Post by Iluvalar » 11 Oct 2012, 22:10

Screenshot of the lobby map is strongly recommended.
Heretic 2.3 improver and proud of it.

felipe
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Re: My maps (feli)

Post by felipe » 15 Oct 2012, 16:19

Here comes the second map.

This is my attempt to reproduce a rain forest :)
Thanks to NoQ for the help with the palm tree !
The map comes with modified arizona terrain, green cliffs, different water, and a brand new sky.
shot.jpg
4 players, 128x128, 17 oil each base + 8 in the center scav base, gateways included.

As always, "advices" are welcome :D
wz2100-20121015_110422-F_RainForest-T1.png
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4c-F_RainForest1.wz
(1.86 MiB) Downloaded 494 times
Last edited by felipe on 17 Oct 2012, 20:07, edited 1 time in total.

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Iluvalar
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Re: My maps (feli)

Post by Iluvalar » 15 Oct 2012, 21:20

At first glance, your maps look too big.

This cause imbalance in the early weapons (mg, cannons) that become less attractive if they can't hit quickly something. Also, by the time your units reach the enemy base, they are already obsolete. There is very few rationnal to spend money on them.

This strongly encourage players to stay behind and focus on higher tech research instead of attacking. You will create games were players wait 30-45 minutes in their corner before they first launch an attack. At that point, since none really knew what was going on on the other side, It will most likely be a brutal death for the unlucky player that is weaker to the enemy strategy.

In other words, the game perform well when the distance between base is between 60-120 seconds (truck time). Hope that help your next project :) .

Beside that your maps look pretty cool. Keep the nice work :) .
Heretic 2.3 improver and proud of it.

felipe
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Re: My maps (feli)

Post by felipe » 16 Oct 2012, 01:49

Thanks for the response Iluvar, but give me a chance and try the map !

Filling up the big map.... here is the 6 players (3x3) version of the rain forest. :)
Enjoy.

wz2100-20121015_203448-main.png
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6c-F_RainForest_v1.wz
(1.86 MiB) Downloaded 367 times
Last edited by felipe on 19 Oct 2012, 21:16, edited 3 times in total.

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Andrie
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Re: My maps (feli)

Post by Andrie » 16 Oct 2012, 18:12

Iluvalar wrote:This strongly encourage players to stay behind and focus on higher tech research instead of attacking. You will create games were players wait 30-45 minutes in their corner before they first launch an attack. At that point, since none really knew what was going on on the other side, It will most likely be a brutal death for the unlucky player that is weaker to the enemy strategy.

In other words, the game perform well when the distance between base is between 60-120 seconds (truck time). Hope that help your next project :) .
You get different strategies, I play both: (1) Truck Rush, (2) Heavy Cannons Tracs, if you prefer (1), maybe he prefer (2). :P
And by the way strategy (2) is also nice. :3
Thanks for you map! :wink: :wink:

:lol2: :lol2: :lol2:
:roll:
:annoyed:
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Groete Andrie

felipe
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Re: My maps (feli)

Post by felipe » 16 Oct 2012, 18:46

This one is big, 200x220 (for Iluvar happiness :D ), rocky, high oil, asymmetric and unbalanced.

Each base has 32 oil, walls, defenses and gateways.
The 0 user (central one) has 64 oils, 6 factory, 10 research facility.

Can be played 1x6 (0 vs 123456), 2x5 (01 vs 23456).
wz2100-20121016_132028-main.png
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7c-F_skarab.wz
(80.83 KiB) Downloaded 317 times

felipe
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Re: My maps (feli)

Post by felipe » 16 Oct 2012, 18:53

Scarab for 8 players.

Could be: 1x7 2x6 3x5 4x4
wz2100-20121016_132056-main.png
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8c-F_skarab.wz
(81.67 KiB) Downloaded 289 times

felipe
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Re: My maps (feli)

Post by felipe » 16 Oct 2012, 19:00

9 players version.

Lot of possibilities XD
wz2100-20121016_135813-main.png
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9c-F_skarab.wz
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felipe
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Re: My maps (feli)

Post by felipe » 16 Oct 2012, 19:09

10 players, and last one !

Like all skarab maps you can make teams from 1x9 to 5x5.

Enjoy :)
wz2100-20121016_140548-main.png
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10c-F_skarab.wz
(88.18 KiB) Downloaded 300 times

felipe
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Re: My maps (feli)

Post by felipe » 16 Oct 2012, 19:11

Andrie wrote:
Iluvalar wrote:This strongly encourage players to stay behind and focus on higher tech research instead of attacking. You will create games were players wait 30-45 minutes in their corner before they first launch an attack. At that point, since none really knew what was going on on the other side, It will most likely be a brutal death for the unlucky player that is weaker to the enemy strategy.

In other words, the game perform well when the distance between base is between 60-120 seconds (truck time). Hope that help your next project :) .
You get different strategies, I play both: (1) Truck Rush, (2) Heavy Cannons Tracs, if you prefer (1), maybe he prefer (2). :P
And by the way strategy (2) is also nice. :3
Thanks for you map! :wink: :wink:

:lol2: :lol2: :lol2:
:roll:
:annoyed:
Thank you, it's a pleasure for me.

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NoQ
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Re: My maps (feli)

Post by NoQ » 17 Oct 2012, 13:04

Excellent work on the rainforest graphics! Even pine trees seem suit the place very well, and colors seem to match tastefully.

One little thing: can you try avoiding this diagonal thing on the cliffs? You can either paint them properly (via the cliff brush, which is in fact many times easier and faster and gives better results than manual painting you do now) or just disable decals (since you use a custom tileset, you can just remove tile 18 from arizonadecals.txt (and decrement the number on its first line)).

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Re: My maps (feli)

Post by aubergine » 17 Oct 2012, 15:57

Rainforest is one of the most atmospheric WZ maps I've ever played, it really does give a sense of sneaking through a rainforest at the start. Love it!

For the clouds, they are awesome but would look better if you fade the skybox image to black at the bottom - that way if the camera is too close to the edge of the map you don't get the solid line where the skybox ends, the sky will just fade away near the bottom. https://warzone.atlassian.net/wiki/disp ... kybox+Mods

Would you be able to make a smaller, less uniform / more random rainforest, say with 3-4 players and some scavs, aimed at skirmish players? (also with normal starting units / etc) Maybe using one of Raycast's maps? viewtopic.php?f=49&t=9990 and viewtopic.php?f=5&t=9958
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felipe
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Re: My maps (feli)

Post by felipe » 17 Oct 2012, 16:57

Thx NoQ and aubergine, your appreciation means a lot :oops:

NoQ: I changed the colors of the palm tree, the original was too light and didn't match with all the rest.

Just tried the second option and the cliffs now looks amazing !
I don't understand very well the first option you are talking about :hmm: :hmm:
I'm going to re-read the FM :)

Can you take a look at the skarab maps ?
I painted those with the cliff brush, did I make some mistakes there ?

aubergine: I realized the problem with the sky too late :) I'll make a new version with faded sky and decals disabled.
And for sure I'll make a map trying to meet your taste, but I like to design them myself :stressed: :stressed:
How many oils would you like to have ?

In the meantime, maybe, you'll enjoy (more) my new creation (coming soon!).

Cheers
felipe

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aubergine
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Re: My maps (feli)

Post by aubergine » 17 Oct 2012, 20:00

For single-player skirmish, I like normal oils - so something like on sk-startup or even NoQ's 4c-Freezing. 4 oils in base, then a few more per player scattered around the map. I'd love to see something like sk-startup topology but with rainforest style.

Looking forward to your new creation :)
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