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New Map: Shuttle Crash |
Lead | ||
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The war had barely touched the stately home, with its ornate ornamental hedge maze... till the damaged shuttle ploughed straight through the place in a veritable orgy of destruction.
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Re: New Map: Shuttle Crash | #1 | ||
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Re: New Map: Shuttle Crash | #2 | ||
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Nice one! I don't remember lol:ing at a map since I saw what Spawn Rugby was going to be played on... A very clever variation on the type of map that makes you fight for the control of metallic bunker in the middle. Looks balanced too, being pretty-much mirrored. I've no idea how it will play, but doesn't look too bad. EDIT: Is there enough room between the shuttle and the border, for a unit to make it round from there? |
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Re: New Map: Shuttle Crash | #3 | ||
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What's a suicide button?!? Do you mean the red controls should be green instead? I thought I'd just made a standard shuttle, like on the other shuttle maps?!?
Ta Valkea! No, there's no room to nip round the nose of the shuttle... I could see how it might be good to allow that, but I also quite like the idea that you can't, ATM, just so there's a bit of a safe zone behind it (I'm tempted to extend the dep zones on both sides a bit closer to the shuttle, so one could hide an HQ a bit better behind the shuttle). ![]() ![]() ![]() ![]() ![]() ![]() |
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RotWng |
Re: New Map: Shuttle Crash | #4 | ||
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Re: New Map: Shuttle Crash | #5 | ||
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Yeah, that occurred to me when I looked at it too -- ages ago when I started the map I planned to make it a bit messier, but finished it off last night having forgotten that...
I've added a few more trees to make the pattern look a bit more random. ![]() ![]() ![]() ![]() ![]() ![]() |
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Re: New Map: Shuttle Crash | #6 | ||
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By suicide button, I mean that the one putting the forcefields up will die, causing an impassableforcefield thingy on the cockpit of the thing.
Perhaps you should make the ship a bit damaged, dropping stuff along the way it crashed. Ie, the other main engine. |
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Re: New Map: Shuttle Crash | #7 | ||
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JC,
Yeah, I considered making the shuttle a bit damaged, but was unsure if that would fit conceptually with the vibe of blue walls (i.e. that blue stuff is indestructable). I guess really though it's only indestructable when attacked by squad-level weaponry... Hmm. Yeah, tearing an engine off en route would also make the middle section look more interesting... I shall have a play. ![]() ![]() ![]() ![]() ![]() ![]() |
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RotWng |
Re: New Map: Shuttle Crash | #8 | ||
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Re: New Map: Shuttle Crash | #9 | ||
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It's cool and looks fun.
A few opinions (for better or worse), I think it'd be cool if the NW wall was shifted in a tiny bit. And the shuttle landed so that the front sticks out from the wall a bit (but you can move around it) on that side, but it combined with the wall make it so it's impassible. Basically, it'd be a narrow corridor your units could move down. Then the other thought is kind of doing the same thing with the house. Just so you can move along the outside of it on the NE, SE, and SW sides. It just seems the only reason you can't move around the house is because the house fits perfectly into the map. I'd rather see the house appear larger (rooms that are off map), to create a reason as to why you can't go around it (house is too big to make it tactically viable or something). Maybe you've designed the map so there isn't that kind of movement, I just figured it might open up some more tactical options. |
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Re: New Map: Shuttle Crash | #10 | ||
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Oh, and have you intentionally put the grass as it is now instead of randomizing (ie to make the grass seem like maintenanced) or did you just forget to randomize it?
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No... | #11 | ||
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I did try randomising it, but it doesn't always seem to work with grass... the "immaculately kept stately home" excuse is a great one, though, thanks for that!
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Re: No... | #12 | ||
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As far as I know, damaged stuff doesn't get randomized, but all other should just fine.
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Re: No... | #13 | ||
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Re: No... | #14 | ||
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OK, folks, here is the slightly revised version -- I basically just had the shuttle shed some components en route in, as suggested.
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Re: No... | #15 | ||
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Re: No... | #16 | ||
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Oh, and the dep zones are slightly extended by the shuttle, too.
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Re: No... | #17 | ||
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Damn, I was hoping no-one would notice that -- now you all know what I'll be deploying in the test game!
Talking of which, I've uploaded the most recent version into My Maps, so if anyone does fancy testing the map out, please go ahead & send me a challenge. ![]() ![]() ![]() ![]() ![]() ![]() |
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Re: No... | #18 | ||
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Shouldn't the destructed path be slightly thinner further up the destroyed path, as there's less stuff to mow things down?
I also throw an idea to air that you may use if you like it: How about one part richochetting from ground and travelling slightly different path trough the map from some point, creating it's own path of destruction? |
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Re: No... | #19 | ||
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Hmmm, one great point, and one intriguing idea, JC! I will have another play. Thanks for that -- your cartographical perspicacity is as awesome as ever!
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Re: No... | #20 | ||