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[WIP] Mountain Valley(4) [updated version]

  1. #1
    ken512
    Guest

    [WIP] Mountain Valley(4) [updated version]

    Mountain Valley:
    2v2 Victory Point/Annihilation Skirmish Map

    Description:
    The main road through this valley is the only pass through the mountain range that will support heavy traffic. Taking the road is of the utmost importance to the war effort. The key to taking the road is control of the town. A large battle has already taken place in the town, and much of the town is damaged.

    Info:
    This map is based on the idea of a map from the game America's Army called Bridge Crossing. That map consisted of a single bridge that had to be crossed. There was no way to flank, so you just had to pop smoke and charge across. This map is based on that idea. It consists of a very long narrow map, with a river running all the way down the middle. There is a town in the center of the map, which has 3 bridges that can be destroyed. There are also two non destroyable water crossings at each end of the map connecting the players bases together. This map makes for very close quarter combat, with little room for maneuvering or flanking. The river in the middle leads to some interesting strategies of trying to decide up which side of the map should you attack. All 4 player bases are well defended with tank traps, barb wire, and bunkers. This level usually plays out with a well established front line that is slow to move in either direction. The extreme length of the map can be a problem for vehicles as it takes several minutes for them to move from their base to the town and beyond. This gives a player who builds a forward base in the town a decisive advantage.

    How to play:
    If you don't know how to install a custom map please visit my how do I install a custom map page.

    Current issues:
    I have custom packed the .sga file using archive.exe at the command line to include the images of the map while in the map selection screen, replay screen, saved game screen and the custom loading screen since using world builder's export command does not include them. Unfortunately for some reason the game does not use the image files from within the .sga file. So if you would like to see these map images and loading screen you will have to use the manual/dev way. Hopefully someone will figure out what exactly the problem is, and I will be able to fix it.

    Download:
    Download the .Zip
    Download the .Sga

    11-26-2006 Updated from Version 0 to 1
    -Changed from 2 victory points to 3 victory points
    -Changed the territory near each base entrance to help the AI (it tended to build structures in the entrance and block itself in)
    -Removed a few objects for better speed
    -Various minor optimizations

    Images: (click for full size image)
    Last edited by ken512; 26th Nov 06 at 2:46 PM.

  2. #2
    WesleySnipe
    Guest
    just played it and damn this map is fun, good job, is this the final version?
    Last edited by WesleySnipe; 23rd Nov 06 at 1:24 AM.

  3. #3
    ken512
    Guest
    Well I had intended to be done, but I noticed some balance issues. When playing against the AI it tended to build all the buildings right at its base entrance, and block itself in. Also only having 2 victory points made a VP game last forever. I think I have those sorted out, and the only other thing I am not happy with is the texturing.

  4. #4
    hawk_eye
    Guest
    Be careful with texturing, I got caught in the trap of having too many textures per tile and it really screws up the map.. just a little warning.

  5. #5
    ken512
    Guest
    Almost my entire map is under the limit of 3, but there are a couple of squares in town that have 4. What did it do to your map? I just thought it would slow it down a little, but I wasn't to worried since it was so few.

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