Tuesday, April 17, 2012

[WIP] Mezmerizing Paradise betav1.0

Hey!



Today i'm gonna release my new map "Mezmerizing Paradise" its still a beta so if you find any bugs or if you have any suggestions write it down here or in the vault. :)



20x20km² map for 8 players (4vs4)

Dynamic resource allocation for each player (9 mass spots 1 hydro)

FA AI markers

nice weather effects (clouds)

1024 decals (72 unique)

nearly 20000 props (Trees, Rocks)

9 Stratum's (Textures)

average Performance

much reclaimable mass at the center of the map

mesmerising shape :p



Update: I made some changes to the ai and turned the civilians into wreckages so there are no hostiles anymore. The map can now be downloaded from the vault or Rapidshare

(link below).



- updated screenshots with a higher resolution



Known issues:
i botched something with the mass allocation script (4vs4 works)



Have fun!



screenshots:



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Download here:



http://rapidshare.com/files/275280147/mezmerizing_paradise_betav1.v0001.zip



Gpg Vault: just search for "Mez"|||The screens look great :D I'm looking forward to play on this one|||Screens are looking great. I do like the gameplay of Sentina so I assume the gameplay on this map will be good, too. :)|||Looks really nice :)|||We had 4v4 on GPGnet today. Very nice map, faster than setons, front pos can also build navy from the beginning, and due to these extra mass extractors at top and bottom there are some fights off mid.|||thank you for your kind comments! :D

Did you find any buggs or something ugly

I should fix/change in the next release?

I think i'll get rid off these weather effects,

they're looking really nice but they're also performance eating.

I'll also improve the overall perormance in the next relese delete some trees and so on.

More people will be able to play this map without having a slideshow! :)|||Mezmerize|||I like the layout of the map and the decals. It must have taken you ages. I will download and play it as soon as I can.|||Truly i made this map at 1 day and it takes me about 15 hours, when i begin mapping i cant stop, its addicting for me :) i do not plan any map. but your' re right, texturing and place all these deacals cost much time but i think its wort it. Can't release a map that looks nasty. :twisted:



I want to make this map perfekt for everyone i dunno if it's possible but i'll try it. But for that i need your help! :D|||The only thing I could think of now I have seen the pictures, is the hightmap under water. It's a bit too sharp I think, too much like normal mountains. It doesn't feel natural that way. Especially that circle at the lower right and the upper left.



Take a look at Betrayal ocean and you know what I'm thinking about.



If you really want to keep it like this, keep it so, but perhaps give it a try and look what it becomes?|||Excellent map. The use of AI markers really showed (I, the noob, got pwned). One question, are the semi-circular mountains near the two outer start points accessible by land, or can they only be reached by air? Also, try to reduce the number of clouds. It got a bit annoying to have the whole field of view suddenly turn partially white when the camera was in front of the clouds. But keep some clouds, it adds to the map.|||Plasma_Wolf|||X-Cubed|||Mezmerize|||when you look at



http://maps.google.de/maps?f=q&source=s ... =9&iwloc=A



or



http://maps.google.de/maps?q=27.21148,- ... iwloc=near



you will see underwater cliffs which looks similar to mine. ;)|||Image



If you take a look at this small image, you'll understand what I mean. Mountain ridges that aren't underwater, are steeper and more 'expressed' than those that are underwater. The one underwater in the picture is more than twice as wide as the other one is. So to make a more natural underwater chasm, I'd double the size of the ones you have. Of course, it still is your call.|||Thought I'd add my opinion to the conversation - The sharp underwater ridges were actually what interested me the most about the map design. I'd keep the steep underground ridges as they are, but perhaps make the twirls at either end look more natural, they currently look a little too hand-drawn.



Really nice map visually, haven't tried it against the AI yet though :D

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