Page 9 of 10

Posted: Sun Jan 14, 2018 2:46 pm
by FRenzy
Update ! http://www.sleipnirstuff.com/forum/view ... 254#306254
New version 0.2 : A at 160cells, B at 128cells.

(Also, added mo's post as WIP / and materia's as abandoned, as discussed in-game. Feel free to correct if any error)

Posted: Sat Jan 27, 2018 1:21 pm
by james.bong
Revision 3 of Burning Plain, updates:
- Reworked ore a little more with a slight increase per player
- Added an additional ore mine per player
- Reworked the centre to be less chokey and more interesting

https://resource.openra.net/maps/25365

Image

Posted: Sun Jan 28, 2018 12:36 pm
by FRenzy
Added !

Posted: Tue Jan 30, 2018 10:45 pm
by Wippie
New revision of Climax up. https://resource.openra.net/maps/24981/

Tried to make the bottom passages an viable option, giving more mixed gameplay. Let me know what you guys think.

Image

Posted: Mon Feb 12, 2018 8:23 pm
by Blackened
First revision of Coldsnap is out.

Image

Things of interest:
2v2
99x156
~210000k
Bottom most spawns start with the standard 3 ore mines and have 2 expansion mines.
Uppermost spawns only start with 2 ore mines but have 3 expansion mines.
Upper half of the map is split by a river and contains 4 "safe" ore mines and 1 "safe" gem mine per side. The gem mines are also based near the shore for easy destroyer harassment and buried in ore so they won't produce until cleaned up. 3 additional ore mines are centered in 2 contestable fields.
8 oil on the bottom half and 4 more on the top.
2 hospitals on the top
1 communications center on the top
1 communications center on the bottom but can only be accessed from the river.
2 command centers on the top placed next to the primary ore fields for each side.
2 command centers on the bottom placed next to the river to allow river access without moving an mcv. Also allows access to 2 thin ore mines.

I think this map has a lot of potential for different strategies. expanding to the top seems mandatory but I think there is enough ore on the bottom that a team could try to end it early.

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Tue May 29, 2018 1:18 pm
by FRenzy
3v3 map : Daybreak - by FRenzy
Current status : Published

Link : https://resource.openra.net/maps/29488/
Image

VERSIONS :
v7 :
Removed the unwanted spawn of neutral Harvesters.
Capturable buildings : 2 Refineries, 2 Barracks, 2 Oil derricks, and 2 Airfields (with Ukraine's support powers).
Capturable vehicles : 2x (Mammoth + Mobile Gap Gen + Medium Tank). All capturable with Hijackers / Mechanics.

v6 :
Added capturables : buildings and tanks.
Making middle more capturable / contestable, but less valuable for MCV movement at start.
Decoration.

v5 :
Same size (140²), reworked expansions : three main lanes, but some overlapping between two adjacent allies.

v4 :
From 160x140 to 140x140 (removed corner expansions, more balanced)

v3 :
Changed size : 160x140

v2 :
Smaller version : from 180x140 to 160x120

v1 :
3v3 map

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Thu May 31, 2018 8:32 am
by Wippie
A quick update on the Climax project.
Moving armies from the center towards the top and bottom landridges was hard, pathing and performance werent optimal. So i went ahead and create at least 4 tile wide landridges to connect top and bottom instead of the bridges and instead of the small passages.

The broken bridges remain in place.

Image

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Sat Jun 09, 2018 12:24 pm
by FRenzy
3v3 map : Frostmourne [X] - by FRenzy
Current status : published - WIP again, v9

https://resource.openra.net/maps/29729/

Image



***************

FRenzy's [X] mod maps include :
- Symmetrical refineries accessible by 4 sides (FRenzy, Widow, MustaphaTR)
- Garrisonable buildings. Contain 5 soldiers. Needs to be insta-captured by any soldier. (ELoyros, FRenzy, MustaphaTR)
- Adapted buildings from TS mod (FRenzy)

***************
Frostmourne map :

> Garrisons near the expansion ore patches.
> Capturable buildings : 2x Refineries / 4 Oil derricks / 1x [Barracks + Forward Command] / 1x Airfield (with Ukraine's support powers).
> Capturable vehicles (neutral) : 1x [Heavy Tank + Medium Tank] (near Forward Command). Capture them with Hijackers / Mechanics (husks).

***************
VERSIONS :
- V9 :

Image

Made [X] mod (especially introduction of TS buildings)
More squared map (narrower).
Removed a few capturables.

- V8 : Added flags when buildings are garrisoned.
Also updated Map Thumbnail with MustaphaTR's new preview tool.

- V7 : Added modded refineries, garrisonable buildings (near ore patches).
Some modifications (reduced the air capture point, changed ore patches.

- V6 : Added cliffs at main bases to separate players + sandbags to protect the bases.
Added strategical capture points (eco, forward base, air + parabombs).
More decorative.

- V5 : ore patches looking better. Down to 395k$

- V4 : reduced a few chokes, more decoration

- V3 : visual changes : more landmarks

- V2 : smaller, more ore
3v3, 150x140, 488k$, 3 starting mines /player + 10 additional mines /team

- V1 : 3v3, 170x140, 353k$, 3 starting mines /player + 10 additional mines /team

Timelapse of the making : (until v4 I think)
Took me around 2-3 hour(for version 1). Maybe 1/2- 1h designing the map on Inkscape / Photoshop, then 2 good hours editing the map in the Map Editor.


Image

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Sat Jun 09, 2018 8:35 pm
by eskimo
Nice map. Reminds me of south by south west.

My 3vs3 is slowly coming along. Though it's aimed at keeping in with the style of campy/naval high tech play with a little room for army movement.

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Wed Jun 13, 2018 7:21 am
by FRenzy
2v2 map : Diffraction - by FRenzy
Current version : v4
Link : https://resource.openra.net/maps/29487

INFORMATION :
Map maker : FRenzy
Inspiration : SoScared's "Interference". Suggested idea by wippie.
Tools : SirCake's MapSketchGenerator, Inkscape, Photoshop

Image

VERSIONS :
v4 :
- Profoundly changed the structure again :
Pushed the spawns towards the edges. It was difficult otherwise to fit in everything at correct distances ...
- Reduced the capturables a bit (less space taken)

v3 :
- Changed the structure, same size.
- Added the capturables from the map Frostmourne.
The constested zones are less for ore, more for capturable points.

v2 :
- Removed unnecessary rules.

v1 :
- 4p, 128x128, 353k$, 2 oil, 2 hospital, 4 Forward Command. 34 mines, 3 at start per player.

PROCESS :
v2 :
Idea : suggested by wippie to transform 1v1 Interference into a 4pl map. Should work as 2v2 or FFA, so each player faces center of the map.

Analysis of Interference : in terms of lanes / Adaptation for 4p :
Image Image Image

Iterations :
Image Image
Narrower lanes ?
Image Image
Trees only ?
Image

Mix of the two. Using trees for the interfering waves + redrawn ore patches / Final result :
Image Image

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Sun Jun 17, 2018 11:11 am
by james.bong
A map I made back in January. I forgot to upload this 2nd revision to the resource center.

Can be played as FFA or 2v2:
https://resource.openra.net/maps/27578/

Image

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Sun Jun 24, 2018 4:32 pm
by eskimo
Boiling Lakes. 3vs3. Naval. Large 200x200 map. Plenty of room to move, expand and flank on forward positions.

https://resource.openra.net/maps/27659/

Image

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Sun Jul 08, 2018 9:54 pm
by NerevarII
Decided to make my map from scratch, and was going to submit it to the map contest, but misunderstood the submission rules, so here:

Human Ambition 2
NerevarII
Modded Map
https://resource.openra.net/maps/27719/
Map screenshot (obtaining....please stand by....)
Description of yaml/lua changes (included in map yaml files, and a mesage is displayed ingame after you pick the map.

.

.

I have to fix a few tiles, and try to make the symmetry purrfect without messing it up. Also, any other changes as necessary.

If my map wins, I want the money donated to a cause.

If you like the map but not the rules, here's a link to the map without any custom rules: https://resource.openra.net/maps/27717/

Maybe I should've used the map tool to draw it out in paint and have the map generated, as I messed symmetry up by not paying attention, although for doing it by hand, it turned out well. IIRC other maps I've made from scratch that are "serious" I made symmterical easily, and I hope to continue to live up to that standard.

A revision will be out soon, at an undisclosed time.

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Tue Oct 09, 2018 3:48 pm
by FRenzy
Hello there, I've finished and published my 3v3 maps : Daybreak and Frostmourne.

Daybreak - viewtopic.php?p=307706#p307706
Frostmourne - viewtopic.php?p=307761#p307761

I've been inspired by N/a's addition of Adv. PP in his maps to add various capturable elements in these maps.

Particularly in the map Frostmourne, this takes the form of 3 types of strategical points to capture :
- Economy points : 1 (empty) Refinery + 1 Oil derrick
- Outpost points : 1 Forward Command + 1 Soviet Barracks + neutral Heavy and Medium tanks
- Support points : 1 Comm. Center + 1 Adv. PP + 1 Ukraine Airfield with its support powers (incl. parabombs)

I believe this will add more strategical depth to the game. With different advantages given by each capture point, players will have to choose which one they should capture first according to their strategy. This might open more build orders, for instance :
- Capturing the Outpost or the Eco point could allow for earlier tech
- Capturing the Support could allow for a more low-tech, high expand approach
- Not capturing at all, while rushing enemy bases at start
- and their respective counter-strategies ...

Enjoy ! :)

Re: Team maps Mapmaking Workshop (2v2, 3v3)

Posted: Tue Oct 09, 2018 8:45 pm
by eskimo
Nice. I like the buildings on the maps, but i found from previous experience people dislike it sadly. But that was 1vs1 maps, so for team games it's more plausible/favourable for sure.