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Map Making Discuss everything related to creating new levels here. |
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#1
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tbd_battlesphere
tbd_battlesphere
Update 29. Aug. Version 1.1 changes since last version: - open border-passage - improved sphere with more space and a fith exit - some minor changes(powerup and asteroid-placements) Please post your critic and suggestions Download: https://altitudegame.com/map/mapDown...4-3ca29a73674d Old one: http://img6.imagebanana.com/img/1rnl...ttlesphere.jpg Last edited by Katzer; 08-29-2011 at 07:29 PM. Reason: Update |
#2
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Graphics look excellent! I don't know how it's going to play with that clustered centre, but I'll sure give it a try.
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#3
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I agree with rib its a great map , the only downside I can see now before playing it that it is probably too big. Long long games would not be appriciated, so maybe after a few edits it could be a official ladder map.
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#4
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There is a really old map named deathstar..
Looks nice except it looks like it would be a little OP for TA with all those routes |
#5
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Quote:
I dont like maps, where you cant actually counter. Because this one seems really long, like veri said. Anyway, im looking forward for some fixes. Some suggestions. 1. Try to move planes spawn point little bit more far from bais. 2. Take out some PU. 3. Add more wide spaces, otherwise lazers will dominate, since fight have to be splitted on 5 1v1s 4. Too much obstacles, make some of them bigger. |
#6
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No there's a tbd map named deathstar.
It is really really old, most people don't know about it Last time I played it was with (sky) spc... yeah... |
#7
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Thanks for your responses. I remade the map and renamed it to tbd_battlesphere.
Previously the mapsize was 6000x2000, now it is 5000x1660. I think it works that way. - it is now symmetrical and has a border - removed some obstacles and changed the positions of the asteroids -> more free space http://img7.imagebanana.com/img/fwsj...ttlesphere.jpg Last edited by Katzer; 08-22-2011 at 04:29 PM. |
#8
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The map graphics look awesome!
Not too much of a fan of the background choice, but it's nice! |
#9
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I want to have your children.
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#10
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Thank you for your comments.
I made some changes. KLF.TwistedDuck.FC helped me with the placing and some settings. What do you think? Last edited by Katzer; 08-22-2011 at 01:48 PM. |
#11
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Hey looks great, but the middle looks a little too cramped, dunno how it'll play.
can always keep tweaking the map till it becomes really good. Nice work! |
#12
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Breaking up that big rock was a nice move. Also bring back the turrets that were placed here. Idk why you removed them. |
#13
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i told him to remove a few, since it is a neutral map and it may be a long long long game if there where a lot of turrets
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#14
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Quote:
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#15
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You are right. It is really easy to fly this way to the enemy base. I placed a turret where you marked the spot.
Thanks for the suggestion |
#16
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YES YES YES YES YES this reminds me of tbd_twoplanets from the blue hawk server or whatever
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#17
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Quote:
Maxzippoman!
__________________
"thats not wut jk means "olld timer" jk means joking" - from $WN Fillichio KGB and tgleaf, Rhetoric Master Classes, 2010 Edition |
#18
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Thread renamed, sorry for the delay.
__________________
"thats not wut jk means "olld timer" jk means joking" - from $WN Fillichio KGB and tgleaf, Rhetoric Master Classes, 2010 Edition |
#19
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Thank you Demuyt
I've made a new version. Please test it and tell me what you think about it. |
#20
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very nice. I am sure to give it a try
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#21
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I like the large obstacles - not very ta friendly :3
I also am a fan of the background outer space theme but I think there should be just a little bit more contrast between the Background and Planes. Orange bg on orange planes, and green bg for green planes that great... Then again you could just play with Color blind mode and para false. |
#22
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whoa this is c00l
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#23
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this is a neutral bomb right? not sure i really like layouts where the base is sitting on the ground, and if it's neutral then the entire top half of the map will essentially be ignored, especially the top wraparound since it's just ridiculously risky to take it from mid to the route directly over your base.
controlling mid is way too easy with those two protected powerup spawns, blow a tunnel through the middle of that chunk right next to each powerup spawn and move the powerups closer to the bases. no idea what to do with the cluster**** of rocks right above the bases other than make it basically asteroids lol. |
#24
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if it was team b0mb and the base was m0ved up a 1/4 of the map it'd be pretty baller
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