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View Full Version : [NEW MAP] St. Levanie (6 players) UPDATED 10.12.



Jusas
21st Nov 06, 12:21 PM
St. Levanie

Updated 10.12.2006

Updated the map to resolve a balance issue with resources. Download the 1.1 map (http://jusas.net/downloads/6p_st_levanie_1_1.zip)!


Older info...

I decided to change the central bridge into an indestructible bridge to bring in some more action... so that narrows it down to one destroyable bridge and should remove the element of "sitzkrieg" at least a bit.

Overview of the map:


http://img418.imageshack.us/img418/6273/mapoverviy5.jpg

More up-to-date screenshots:


http://img5.imagevenue.com/loc319/th_66676_relic00023_122_319lo.jpg (http://img5.imagevenue.com/img.php?image=66676_relic00023_122_319lo.jpg) http://img149.imagevenue.com/loc491/th_66681_relic00024_122_491lo.jpg (http://img149.imagevenue.com/img.php?image=66681_relic00024_122_491lo.jpg) http://img9.imagevenue.com/loc329/th_66686_relic00025_122_329lo.jpg (http://img9.imagevenue.com/img.php?image=66686_relic00025_122_329lo.jpg) http://img23.imagevenue.com/loc427/th_66691_relic00026_122_427lo.jpg (http://img23.imagevenue.com/img.php?image=66691_relic00026_122_427lo.jpg)
http://img171.imagevenue.com/loc557/th_66696_relic00027_122_557lo.jpg (http://img171.imagevenue.com/img.php?image=66696_relic00027_122_557lo.jpg) http://img171.imagevenue.com/loc354/th_66697_relic00028_122_354lo.jpg (http://img171.imagevenue.com/img.php?image=66697_relic00028_122_354lo.jpg) http://img162.imagevenue.com/loc516/th_11909_minimap_122_516lo.jpg (http://img162.imagevenue.com/img.php?image=11909_minimap_122_516lo.jpg)

St. Levanie, a small, busy town divided by a river in the middle and surrounded by nice farmland. A 6 player map.

:salute:

Relic
21st Nov 06, 12:25 PM
Wow looks very nice... don't forget to enter the map contest ;)

http://forums.relicnews.com/showthread.php?t=123974

Hatge
21st Nov 06, 5:38 PM
best screens i see so far!

nickk13579
21st Nov 06, 5:51 PM
VERY nice. looks amazing. i like how the country side flows into the city so smoothly to make it look natural. great job so far. keep it up.

Jusas
23rd Nov 06, 1:00 PM
Starting post updated, added a few new pics.

Frytrixa
23rd Nov 06, 3:01 PM
And I though winning the map contest is an easy thing :D
...hope the map-balance is as good as the screens

spud..
23rd Nov 06, 4:46 PM
that is prob one of the best looking maps out there almost as good as relics dare i say!!!

six7
23rd Nov 06, 6:15 PM
I liek the map. It's looking very nice. I thing i would change is the lighting seems a bit off compared to the fog. Also, in this pic- http://img393.imageshack.us/my.php?image=relic00025ap8.jpg your telephone lines are curving ;)

I definatly see some potential in this :)

hawk_eye
23rd Nov 06, 7:10 PM
How did you do the telephone wires? Did you place them as individual objects or use them as a spline with the wall mode on?

Jusas
24th Nov 06, 2:53 AM
I liek the map. It's looking very nice. I thing i would change is the lighting seems a bit off compared to the fog. Also, in this pic- http://img393.imageshack.us/my.php?...lic00025ap8.jpg your telephone lines are curving

Yeah, I haven't addressed the lighting yet, been mostly just designing and building the countryside. The telephone lines are made using a spline. The problem with them is that it's impossible to make curves, as the telephone line object has the pole in the middle and the lines in both ends, if you know what I mean. I'm also puzzled how to terminate the lines properly.

Jusas
28th Nov 06, 3:54 PM
Main post updated... testing phase.

Kaskad
28th Nov 06, 6:21 PM
Looking very nice.

Cold Fussion
28th Nov 06, 9:16 PM
About the too many tiles. From what i've seen, relic only uses 6 textures for the entiremap and they fill the make up with A VERY LARGE amount of splats.

Jusas
29th Nov 06, 5:27 PM
Beta version posted, waiting for feedback.

barit
29th Nov 06, 6:34 PM
Will check this map out tonight, looks great from the images posted.

g00d
29th Nov 06, 7:58 PM
map crashes when you try to start it in MP.

Jusas
30th Nov 06, 1:07 AM
map crashes when you try to start it in MP.

Hmm, that's definitely bad. Only tried it out myself in skirmish mode, gotta try to figure out the multiplayer bug tonight.

Did you try if it works in skirmish mode?

djukel
30th Nov 06, 1:53 AM
How can I extract it, because I did not find it in skirmish mode. I want to use none sga version.

Jusas
30th Nov 06, 3:12 AM
Sorry guys, didn't realize the .sga made the map unplayable. I was too tired yesterday to test it out :( I've uploaded the map in the .sgb format now, I hope that works better.

Hatge
30th Nov 06, 4:46 AM
my suggestions:
- cornfields need more variation (the splines are only copied, make them look bit diffrent in direction)
- the 4 dead cows looks no so good, make only 1 dead cow and add some other stuff

...well thats all, the rest looks fine :-)
well, pehaps a bit less variation in houses would lower the size of the files!

LtFubar
30th Nov 06, 8:41 AM
Nice map and nice screens. haven't played it yet.

On the screens your units seem to be floating judging by the shadows....

barit
30th Nov 06, 6:42 PM
I played this map twice last night and had a lot of fun with it, but there were a few problems. LAG! I run a beast of a machine and about 15 minutes into the game it became a real mess. There was so much lag over at the river crossing I just did not go there.

At the 20minute mark I lost the faction colors and every unit went gray but the minimap still displayed the faction colors correctly. I also lost the interface options with my units for some strange reason, I could select them but there was no typical animation or selection halo around the unit.

With some optismisations this map could be really great and I look forward to playing it when it is finalised.

Painboy
30th Nov 06, 8:13 PM
Looks like a nice map. Keep up the good work.

I took a look at the map in the editor and noticed you have way too many texture tiles in the city area. You need to keep it at 3 or under per chunk to keep things running smoothly. Try to reduce any unnecessary tiling in there. Use splats instead of tiles for the details. For instance you don't need to use grass tiles in the city when you can just use splats or splines for the same effect.

g00d
1st Dec 06, 7:08 PM
This map rocks. Best custom map I have played so far. Really like the lay out of the points, bridges and buildings. Only had a chance to play axis (3 real people vs the PC) but we had a lot of fun on it.

Not sure how the allied would play out but we will test it later. Some things I noticed on the axis side were the 3 stratigic points. I would suggest removing one due to not really needing it.

anyways nice work and I look forward to more maps from you :)

:elephant:

Jusas
1st Dec 06, 7:56 PM
Thanks for the feedback!

Another comment that I've got is that there might be a bit too little fuel in this map. Then again it increases infantry combat. Will have to experiment with some additional fuel points/some manpower points turned to fuel points.

Optimization seems to be the thing I'll have to look into. 3 tiles and the rest must be replaced with splats - it really seems to cause lag, can't deny that.

b00bies
1st Dec 06, 10:28 PM
Just played it with a bud. Didn't get any lag till 3/4 of the way thru and that was just from the number of units I think.

We love it. Any chance of bumping this up to a 8 player? Nobody is doing 8 player maps. We're a bunch of old guys who just like to play some slow games against the AI (love the chokepoint maps).

Kudos again man.

Jusas
2nd Dec 06, 9:34 AM
First post updated. The map has been optimized and victory points added. Now go test it :)

t-cast
2nd Dec 06, 11:03 AM
Excellent map - played it 3x3 in skirmish mode - lots of tanks and troops on the field, but no navigation or frame rate problems.

Jusas
5th Dec 06, 3:15 AM
Well I was hoping to see some more comments about gameplay but nobody seems to be posting anything.

In any case I've got a suggestion from a friend that the other bridge on the side should be turned into indestructible or shallow water to make the map more interesting. One river crossing is fairly easy to defend and destroying the two bridges turn the game into a sitzkrieg but holding two crossings gets a lot more difficult. I will have to try this out.

EDIT: Now if I could only figure out how to make a bridge indestructible. Help anyone?

Jusas
8th Dec 06, 7:28 AM
Allrighty, 1.0 released. :)

CRCError1970
8th Dec 06, 9:39 PM
Played this map tonight in skirmish mode - had a lot of fun and the map ran just fine.

I liked the map and I plan on playing it alot more!

I thought the design was very good - felt a lot like playing on an in-game map.

djukel
9th Dec 06, 4:27 AM
In the city (center of the map) I found strange shadows on destroyed buildings.

Jusas
9th Dec 06, 5:57 PM
A balance issue addressed concerning munitions, version 1.1 released.