Posted: Fri Jun 07, 2013 12:25 am Post subject:
[YR] Atom Heart (2-8)
Here's a new symmetrical map I just made, would've been a better entry for CCC3 but hey-ho. Below is the preview, note the crates on the cliffs are actually invisible ingame and used to prevent base construction in those places.
Posted: Fri Jun 07, 2013 3:08 pm Post subject:
Re: Atom Heart (2-8) [YR]
I'm sure RP was trolling but Aro? You just didn't read.
OmegaBolt wrote:
note those 'palet's on the cliffs are actually invisible ingame and used to prevent base construction
And yes there are a lot of Tech buildings. I didn't want to go crazy and yet, as RP said, wanted something to fight over, especially in the middle. I think especially in teams of 2 they're all necessary things to capture and hold and in 4v4 there's enough for each team member. Last edited by OmegaBolt on Fri Jun 07, 2013 3:12 pm; edited 1 time in total QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Fri Jun 07, 2013 3:10 pm Post subject:
Details 10/10: I love how symmetrically this map is. Not so many symmetric maps out there nowadays. I can see why you called this map Atom Heart.
Layout: 10/10: The layout is very nice, especially this is symmetric map. I like how you make the starting position little more unique with cirle with triangle edges. Smart usage of tech structures placements and resource fields. I have to say this is probably the most balanced layout I've seen.
Lighting: 9/10: Not much to say for the lighting. But hey, it fits nicely into the map.
Gameplay: 10/10: I just dueled with other 7 Brutal AIs and owned them. Like as I said before in the Layout part, the resource fields are balanced and distributed evenly between each player base. I even take tech structures as well too. To be honset, this might make a great player vs player map as well too.
Triggers/Effects 5/10: Only 1 trigger was performed, sound. It kind of makes the game little dull if there is no other triggers to make it more interesting. But you did good job.
Overall 44/50: Nice job! Someone please spotlight this map! Or I will come and hunt after them and make them do it! _________________ Mod Leader and founder of World Domination
Are there no transition pieces? Those clearly visible tiles around the Ore fields look horrible imo. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Cool, thanks for the review Zero! Regarding map lighting, it should all get a bit more interesting when the Tech buildings are captured as they emit light (though subtly). An issue I've noticed is the top left middle player's base isn't aligned with the guy below him. Will probably post a fixed version if there aren't any more issues/comments.
Zero18 wrote:
Triggers/Effects 5/10: Only 1 trigger was performed, sound. It kind of makes the game little dull if there is no other triggers to make it more interesting. But you did good job.
Not sure what else would be needed. Suppose I could've made the 'city' in the middle more alive but the map felt quite 'heavy' ingame anyway so didn't want to reduce performance with more stuff. Maybe I could add some annoying police cars driving around.
LKO wrote:
Are there no transition pieces? Those clearly visible tiles around the Ore fields look horrible imo.
No there arent, sadly. Only straight diagonal 'transitions', like with the grass. QUICK_EDIT
Uploaded the download with the last version I did. Don't remember the exact fixes but it moved the start positions so they weren't so out of sync. QUICK_EDIT
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