View Full Version : The Grand Canyon (Version 1.5)
GRANDCANYON 1.5 (http://dawnofwar.filefront.com/file/Grand_Canyon;34081)
I am finally finished with the final version of the GRANDCANYON. Many request have been made by forum members and I listened. These are the changes that I made listed below:
1 An additional path was made so that both sides of the canyon now has 2 paths leading down into the ravine.
2 The textures have been scaled down in size and rotated to their proper orientation. The results are quite dramatic when you see the changes that I made on the map.
3 Three critical locations have been added for take and hold victories.
4 The trees surrounding the player starting locations now have leaves.
5 The angle of the sun has been changed
I hope that these changes has not taken away anything that you liked on the original map and that the game play has actually improved with the graphical detail.
Enjoy the new version of the map and I'll be reading your comments about the revisions that I made on the map.
3rd Dec 04, 8:46 PM
Looks like a good start.
Some things to maybe do, decrease the steepness of some of the slopes in will make the decals look better, less warped.
Also tweek the decals more it looks rather rushed in the pics.
I take it you like the new decals huh.
I think jump jets will come in very handy in this map.
3rd Dec 04, 10:50 PM
Nice concept - what's the finished size going to be? Any chance of seeing an overhead preview?
Now you can see what the whole map is going to look like, Mirage.
5th Dec 04, 8:37 AM
Interesting map, and very neat textures! I'd love to see this when its done.
The GrandCanyon is finished and ready to download!!!!
6th Dec 04, 7:34 AM
The sun angle is giving me weird stencil shadows that are really long. I think moving the time or day just a little bit towards morning or night would fix this.
The tree canopys can be moved up to the tree branches seems a little weird that they are on the ground.
The decal placement on the terrain seems a little bit rushed.
I do like the terrain and the idea just seems to be rushed to much.
Or maybe Im just to picky and thats why I havn't released any of my maps yet.
And the zip file you should included the folders for w40k\data\scenarios\mp\your map files
and the folders for the decals w40k\data\art\decals\bills\then mydecals
and then tell people to install to there C:\Program Files\THQ\Dawn of War folder.
As it is now the decals will end up in the mp folder and won't work that way.
And if they read my readme they won't end up in the right place also as you didn't included all the folders that were in the decal zip with the readme.
I spent alot of time trying to tweak the textures on the map so that they look good and they do 100% better than they did before. I also sent you a private message asking you to give me an example on how to properly texture a cliffside in a picture file. So far you didn't give me any examples yet.
Also, I have not seen a map with a perfectly textured steep cliffside yet. The cliffs are usually small and simple or not textured at all.
As far as the tree canopys are concerned, I did try to place them on top of the canopy branches; however, they just won't stay there. Now I just use them as ground foliage. I might be doing something wrong here and could use your help.
I would like to very much use a self installer to avoid confusing installation instructions inside readme files. Both yours and my installation instructions are equally confusing. This is based on my personal experience when trying to install your decals on my computer.
You did not mention the playabity of the map, was it fun or not?
Finally, both you and Rasselaunt have my permission to tweak the map to make it better just let me know what changes that you have made before you post it on the website. I'm still a novice map maker and I know that I have alot to learn.
6th Dec 04, 10:55 AM
Sorry for not getting back to you faster in the private message just been to busy.
I did take some time today to whip up a couple before and after pics for ya thou.
This is just a smalll part of one cliff face don't have the time to do the whole map.
That was before I tweeked the decals
Now for after I moved and scaled a few of them.
I did notice you have most of the decals place at a 45 degree angle to the cliff try placing the at a 90 degree angle.
As for the tree canopy nothing wrong with using them for bushes but to use them for trees in the object placement window click objects adjustible (not relative to terrain)
Then with canopy selected hold the shiftkey and right mouse button and move mouse up or down in the selection box of canopy and it will move up or down.
Use the alt and left mouse to change angle of view to see what you are doing.
As for playabilty I didn' t play it as the shadows were driving me nuts and I didn't want to change my setting just to play it. I will do this some time just rushed have many things want to get done today.
If I ever get all of my own maps done and noone has done this one then I would but I don't see that happening.
Nothing wrong with being a novice map maker I still think I am and I have been making maps for lots of games for over 10 years now.
I only point out what I find to help you get better.
This texture demonstration that you gave me on texturing cliffs will also help other map makers out there. I'm glad you put it into my thread.
6th Dec 04, 12:59 PM
I just got done with a lengthly 2 vs 2 game with the map. It definately forces the players to use jump and teleport capable units to gain an advantage, trying to run an army through the paths just creates a stalemate battle if the players are of equal skill. Regardless, fighting on the paths is a constant push and retreat battle. The Eldar and SM players seem to have an advantage on this map though. Overall an awesome map. I loved it <(^.^)> The only con I can think of is that there is no critical location on the map, so it is not possible to play T&H.
EDIT: Artillery can be either your best friend or your worst enemy on this map.
Thankyou for the complement very much, Domineus. As far as being any changes on the map, if you read the comments by Bill_Brooks, I must say there will be an updated version of the GrandCanyon map. The textures will be remove then placed back on the map with the proper orientation. The canopy leaves will then have leaves. I will also put in the critical location points, just liked you asked to be placed on to the map.
Look forward to the GRANDCANYON version 1.5 to be out shortly.
6th Dec 04, 7:08 PM
Map loaded and ran properly ( even decals ).
2x2 mountain map - large base area w/ starting RP close by.
Wide trails promote easy navigation for foot-slogggers, but deep strike, teleports, jet-pack troops and hover-vehicles have the advantage on this map.
Might be more balanced with two trails leading from postions 1&2, like there are for positions 3&4.
Snake, everything that you asked for has been done for GrandCanyon version 1.5.
Look for it soon!!!!
7th Dec 04, 12:09 AM
Tested it a few times and it looks much better that ure older map Zman:) Looking forward to testing it online and for the next version of the map
8th Dec 04, 4:42 PM
Really nice map. The layout is straight but at the same time offers a great number of tactical possibilities.
OT: I like that render of the Weatherlight.
Version 1.5 is finished!!!
9th Dec 04, 10:42 AM
Looks allot better now.
Gameplay is different but still fun.
Gets a little tight on the trail.
All those player who downloaded GRANDCANYON1.5 and got a pink texturenaround your starting area let me know. Also let me know what video card you are using and who made it.
I'm looking for 4 players who are willing to try this map out in a real game. Please contact me at the forums website or email me at DZ123@wowway.com.
This is one of the reasons why that THE GRANDCANYON will be the most fun map that you will ever play!!!!
Name one other map that you can do this in?? OOhh, YOU CAN'T!!!!
21st Dec 04, 1:01 AM
errr... do what? by the way great job!
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