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View Full Version : Mines of Ashandtarr (Now At DoWfiles)



SpookyRuben
2nd Dec 04, 11:49 PM
Here is a preview of my second map titled "Mines of Ashandtarr". It's a 2v2 map taking place in a mining complex. Really going for a strong infanty role in this one. Should have the map uploaded to DoWfiles in the next day or two.

http://img.photobucket.com/albums/v469/SpookyRuben/mines1a.jpg

http://img.photobucket.com/albums/v469/SpookyRuben/mines2a.jpg

http://img.photobucket.com/albums/v469/SpookyRuben/mines3a.jpg

http://img.photobucket.com/albums/v469/SpookyRuben/mines1.bmp

edited: accidentaly uploaded pics which were not scaled down for easy viewing.

ImagoX
3rd Dec 04, 7:03 PM
Looks very interesting... Let me know when you're ready to test it. :)

SpookyRuben
3rd Dec 04, 11:47 PM
Hi all,

Just thought I'd update that the Mines of Ashandtarr has been sent off to DoWfiles. Not up there yet, but should be soon.

Anyway, I hope you enjoy the map. I made an effort to create an intense situation, where infantry play the key roll in the battle. Not to many open spaces for vehicles to zip around in, but they can pretty much go anywhere, hopefully with supporting troops.

This map is a 2v2 game, with the teammates starting right next to each other. In essence forming one big base. Trading Strat points would allow even greater integration between bases. There are several routes around the map players can use to outflank the enemy, but most of the action will be concentrated in the center.

As I mention in the readme I used a good number of critical locations on this map. The reason being is that in order to facilitate a focus on infantry taking postions I felt it was necessary to limit the players ability to construct turrets.

I really wish that Relic would release a Strat point that could upgrade to a listening post, but not have a build radius per se. I think this would be great for maps where there is a lot of close action, and you want to keep it between the armies and not turrets. Also, it would leave your points somewhat defended, but still vulnerable. Oh well, until that time comes we work with what we have.

Hope you enjoy the map. If you have any comments or feedback, feel free to post in this thread.

Cheers,

Spook

ps, here's another preview screen

http://img.photobucket.com/albums/v469/SpookyRuben/MinesofAsh1.jpg

SpookyRuben
5th Dec 04, 12:57 PM
The fellow who updates the DoWfiles site has returned and uploaded the map. Sorry for jumping the gun.

Cheers,

Spook

SpookyRuben
7th Dec 04, 2:07 AM
Here are a few action screens ,with background scenery, from the Mines of Ashandtarr.

In Cover...

http://img.photobucket.com/albums/v469/SpookyRuben/041207a.jpg

Attack!

http://img.photobucket.com/albums/v469/SpookyRuben/attack.jpg

Gubbins

http://img.photobucket.com/albums/v469/SpookyRuben/gubbins2.jpg

No Contest.

http://img.photobucket.com/albums/v469/SpookyRuben/nocontest2.jpg

The Plan...

http://img.photobucket.com/albums/v469/SpookyRuben/theplan3.jpg

Enjoy,

Spook

theBlind
8th Dec 04, 4:36 PM
Very nice and detailed map. I really like that industrial feeling.
The ground textures could be more detailed though, at first glace it looks like a grey-washed wasteland instead of a industrial wasteland.

But it's definately going to become a favorite of mine.

SpookyRuben
8th Dec 04, 10:00 PM
Thanks for the feedback TheBlind. Glad to hear you like it. It's my second map, so there is still a lot of room for improvement.

As I gain more experience in the map editor, as well as gain more feedback on my maps, and get a better idea of what everyone out in internet-land likes to play, I will probably revisit my older maps in the future and touch them up.

Cheers,

Spook

dj_2004
9th Dec 04, 10:33 PM
Looks awesome! I agree the textures do need a bit more color but great map.

Hanna
10th Dec 04, 3:21 AM
I dunno, I really liked the minimalist texturing. I mean, it's a quarry/mine, not a Faerie Forest. Not every map has to be decorated like an Xmas tree. The play was great (I lost miserably, so I really only saw about a third of the map, though. ;) )

Love,

Hanna

theBlind
10th Dec 04, 3:55 AM
Well, no need for fairy forests here, but a few piles of stone (even just textured ones against a cliffside), a few ramaining cobble stones here and there or a number of tread marks where the heavy trucks used to drive will give the eye more focus points and would thereby make the maps layout and lines of movement more clear.

Fairy forests would be - unfitting, I agree.
But that's just imho. :)

-theBlind

SpookyRuben
10th Dec 04, 11:31 AM
Thanks for the feedback everyone. So far the suggestions are good and probably easy for me to do. In the next week, when I have some free time I may impliment some of these changes. So far, everyone who has commented seems pleased with the overall playing experience, which is good.

Cheers,

Spook

Aralez
10th Dec 04, 1:05 PM
If you add a black one-pixel-wide line around the minimap (like a frame) you will get rid of that weird stripes.