Tuesday, April 17, 2012

[REL] Samson's Divide v1 (Setons Remake)

I have released version 1 of my Setons Clutch remake called Samson's Divide. As you can see in the picture below it's basically Seton's Clutch but slightly redesigned with new islands and canals. It focuses more on naval, amphibian and air drop usage to have lots of smaller battles all over the map rather than one big econ building stalemate in the center.



The map can be downloaded from the vault by searching for "samson". I expect to make at least one alternate version or this with adjusted spawn points but I am open to making more and look forward to suggestions and comments.



Image



The main differences that this version has with Seton's Clutch are...



Teammates start closer together to allow for easier and faster teamwork and team play. This helps good players compensate for bad ones and gives a team a small chance to fall back and rebuild if one of the players is having trouble on their front. The islands provide extra resources and staging grounds closer to the enemy as well as forward lines of defense in case of trouble. Lots of beaches and smooth ocean floors mean that amphibious assaults are faster and more effective to mount. Totally flat grasslands allow for ease of building and no trouble with turrets and invisible hills.



The rear water areas allow naval units to move between oceans and puts all areas of the map within range of attack by the higher tier ships. This of course makes naval units much more useful, especially in no-air games. At the same time it makes it nearly impossible for one team to maintain total naval superiority (like you can in Setons) because it's relatively easy to recapture and rebuild in these areas even if they are temporarily lost.|||does this map have AI markers?|||It does not. Not in this version at least. This version is mostly a "release beta" designed for multiplayer to see how the layout and geometry works. Assuming that at least some layout/positioning needs to be changed I didn't want to add time consuming things like AI markers because I'll have to do it all over again.|||Milk|||It looks like a good idea that leads to some good gamplay :). However the visuals aren't that exciting (yet).|||the air markers that were left over from when you modified seaton's are probably some-what intact; the AI was pretty vicious. not much in the form of navy and transports mind you but on the main island they were coming down in force making fire bases along the way.



just thought i'd let you know that it probably wouldnt be a lot of work to update the AI markers.



loved the game play though! specially the high ridges that force people to get creative with their defenses!



good job over all!|||Hi



I looked only at the designs.

Perhaps u can make the cliffs much sharper. They are too fluid from land to water. U can think that u can go into the water.

The land is .... too monton in green. Use another stratum to look it different.

Some decals would be nice too.



And I missed the mass in the middle.

The traditionell advantage was to get the mass in the middle.

Now the front commander will bunker up from the first minute.



But the idea of the map is wonderful|||Brock - like your map - it has created some exciting game play.



Thank you for your work. Were you planning on updating that FA AI markers?



Cheers.|||Thanks. I do plan on releasing a new/fixed version soon that works properly with the vault and game browser.



I am unlikely to mess with AI markers for it but I am considering adding another texture layer to the ground. On my computer with high quality settings and high resolution it has a very high res and good looking jungle feel to it but I can see how it could look a little plain on lower settings or resolutions.



I'm also planning on adding a few more mex's or mass to the center and the main delay is deciding how much is too much. I wish for the center to be an advantage to hold without making it a requirement for the front player to rush with ACU.|||neat map, but don't use imageshack- it won't even load for me :P|||I would be willing to help with the FA AI markers if you want once you complete your revisions.



Let me know.



ps. you might want to make the water channels (top/bottom) a wee bit larger. One game while playing, a cruiser got "stuck" at the top.|||Any news on this one? It sure looks promising...|||If you give a direct d/l link I'll try to add AI markers.



[Edit] Got it ;p|||Just an update about the map. I haven't forgotten about it, but I'm not with my normal computer for another 2 months and can't play games larger than 4 players... Once I'm back on my normal computer I'll resume work on this map.|||Looking forward to your update.



Like this map and use it often.



Cheers.|||forward to when this map gets re-released....looks awesome!|||Does anyone have an alternative link to this map, or who can upload it to the vault. It's not there anymore, and been searching for all variations of Samson and been unable to find it. Thanks in advance. The map looks really fun and interesting to play.|||It's a forged alliance map and it's in the FA vault.|||I wanted to try this map, but the vault link appears to be broken.

Is there anywhere else to download this?



Stuart|||Seems like a very nice map :)|||I am very interested in this map in regards to potential for playing against the AI.



Any developments/ plans to add AI Markers or at least letting someone do it for you? This map would be in much bigger demand with AI markers.



Thanks.



Kindest regards.

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