New map: Sk-FaceOff

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XboxJosh
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New map: Sk-FaceOff

Post by XboxJosh »

Preview.png
This is a map designed to be 2vs2. It has a moderate number of oil resources, and 2 islands that can be used as island bases :twisted: .

This is the first map I've made that I've actually released. (I've actually made quite a few, for personal use.)

Feedback is VERY appreciated.

4c-FaceOff.wz
Faceoff.zip
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Alias: Cipher[SSC]

System Specs:
OPERATING SYSTEM: Windows 7 Professional
CPU TYPE: AMD Athlon II X2 250
CPU SPEED: 3000 MHz
SYSTEM MEMORY: 4 GB (2 x 2GB, DDR2)
GRAPHICS CARD MODEL: NVidia GTS 250
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Rman Virgil
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Re: New map: Sk-FaceOff

Post by Rman Virgil »

.

First - I wanna give you props for taking on the challenge of creating an asymmetric map (most difficult even for seasoned map-makers) and one designed from the ground -up for Team Play (not nearly enough of those and also hard to make effectively balanced).

That said, there are a few things that prevented me from giving this map a thorough evaluation based on game play merits and I will simply state them.

1.) The way you used this tile set is painful on the eyes. But maybe that's just a bias on my part not shared by most.

2.) You have 80 degree passable inclines with hard edges. To me this is careless. But again this may just be an aesthetic bias on my part preferring smooth, rounded, transitions for land units to traverse (not to mention the pure aesthetic appeal of such).

3.) This is pretty much a flat map. Some love 'em this way - for me they're not interesting or as immersive as maps with varying elevations. Again, this may just be a bias on my part not shared by most players.

4.) There is a striking lack of blocking-cliff face tiles. I do not understand this. Cliff-face are a powerful tool in the map makers kit for many reasons. Practically not using this powerful map designing tool is, for me, like amputating a perfectly useful leg or arm and making myself a paraplegic. You may have good reason for this design choice I'm blind to so again the onus may fall on me for failing to appreciate what you are doing here.

Anyway, these 4 initial perceptions prevented me from actually getting into & assessing the game play of this map which may in fact be really good. I honestly don't know. Perhaps others can speak to that dimension.

- Regards, RV :ninja:

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XboxJosh
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Re: New map: Sk-FaceOff

Post by XboxJosh »

OK, I understand. I'll see what I can do. This map is basically a direct transfer from Greenfish heightmap generator into flaME, and then textured. And the way I texture it has the Grey on the coastlines, blue inland, and water on the flat parts.

I'll be working with the map here, I'll see what improved version I can come up with.


EDIT: Ok, I've covered most of the topics you pointed out, Rman Virgil.
However, and this may be a bug in flaME, I get numerous tiles of water "invading" the coastline, as shown here:
wz2100_shot_222.png
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Alias: Cipher[SSC]

System Specs:
OPERATING SYSTEM: Windows 7 Professional
CPU TYPE: AMD Athlon II X2 250
CPU SPEED: 3000 MHz
SYSTEM MEMORY: 4 GB (2 x 2GB, DDR2)
GRAPHICS CARD MODEL: NVidia GTS 250
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Rman Virgil
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Re: New map: Sk-FaceOff

Post by Rman Virgil »

.

In all fairness the stock Pumpkin Urban Tile set has not made the transition from v.1.10 well & really needs to be re-done, IMHO. We have another one that looks way, way, better but it's not finished and it's creator mentioned he was gonna complete it awhile back and license the completed version appropriately for this Project (the incomplete version was actually being distroed with 32EW for years) but he never did. Too bad. The only option is to break-up those large swaths of dark tiles with irregular patches of lighter tiles.

Greenfish is great for creating asymmetric HMs which is why I brought it to the attention of our community of map makers.... but still, you gotta do some hand work and fine tuning in FlaME.

Your screen cap is an example of this and is not a Bug in FlaME.

What's happening there is that there are minor height irregularities (in your HM) along your coast lines (or sea-level edges) and the fix is really easy.

Use your SET Height brush to "0" & make it 1 Tile wide and then run it along your coast lines - all the HM irregularities will be brought down to "Sea Level" and you will no longer have the "water tile invasion".

- RV 8)
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Mysteryem
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Re: New map: Sk-FaceOff

Post by Mysteryem »

Rman Virgil wrote:Use your SET Height brush to "0" & make it 1 Tile wide and then run it along your coast lines - all the HM irregularities will be brought down to "Sea Level" and you will no longer have the "water tile invasion".

- RV 8)
.
Or you can change the triangle direction around the other way.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Rman Virgil
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Re: New map: Sk-FaceOff

Post by Rman Virgil »

Rman Virgil wrote:Use your SET Height brush to "0" & make it 1 Tile wide and then run it along your coast lines - all the HM irregularities will be brought down to "Sea Level" and you will no longer have the "water tile invasion".

- RV 8)
.
Mysteryem wrote:Or you can change the triangle direction around the other way.
Yup. :) My oversight, which betrays my old habits of doing things more micro hands-on. I should try and break myself of some of those.

- RV :ninja:

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KukY
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Re: New map: Sk-FaceOff

Post by KukY »

Like the design a lot.