Some of my maps :)

Discussion about the game and its default mods.
PizzaAtomica
Posts: 83
Joined: Sun Jul 12, 2015 1:38 pm

Some of my maps :)

Post by PizzaAtomica »

Hi Guys!

(EDIT 25/7)
I made this thread originally to showcase one new map, but since then I've made a few additional maps, so I've decided to compile them all in this first post. I hope you like them, and if you have any comments, suggestions, feedback, or maybe even requests for what kind of maps you want to see in the future, let me know!

(EDIT 8/4/2017)
In order to keep this first post a little more organized I'm only going to show maps here that are not included in the official OpenRA mappool.


Tiberian Dawn Maps:

Treacherous Sands (5 players)
Size: 96x96
http://resource.openra.net/maps/20162/

Image


Path of Peril (6 players)
Size: 96x96
http://resource.openra.net/maps/20318/

Image


Red Alert Maps:

Aquarius (2 players)
Size: 96x96
http://resource.openra.net/maps/19852/

Image


Hidden Outpost (2 players)
Size: 64x64
http://resource.openra.net/maps/13616/

Image


Polar Disorder (2 players)
Size: 96x96
http://resource.openra.net/maps/20314/

Image


Pond Skirmish 2 (2 players) (Westwood remake)
Size: 64x64
http://resource.openra.net/maps/19928/

Image


Quarantine (2 Players)
Size 96x64
http://resource.openra.net/maps/12202/

Image


Badlands (4 Players)
Size: 96x96
http://resource.openra.net/maps/13030/

Image


Fluidity (4 Players)
Size: 100x100
http://resource.openra.net/maps/20315/

Image


Meltdown (4 Players)
Size: 110x80
http://resource.openra.net/maps/13201/

Image


Ebb Tide (6 players)
Size: 100x100
http://resource.openra.net/maps/15417/

Image


Opposite Force(6 players)
Size: 96x96
http://resource.openra.net/maps/20316/

Image


Unconventional Warfare (7 players)
Size: 128x128
http://resource.openra.net/maps/20317/

Image


Warpath (8 players)
Size: 126x126
http://resource.openra.net/maps/16647/

Image


Cross Or Burn (12 players)
Size: 128x128
http://resource.openra.net/maps/13104/

Image
Last edited by PizzaAtomica on Sat Apr 08, 2017 9:31 am, edited 13 times in total.

noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Post by noobmapmaker »

Awesome map!!! in every way a nice map. Perhaps a good map for te tournament!

So many options on this map, every spawn could even go naval and be anoyying around the board. And very nice detail everywhere.

noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Post by noobmapmaker »

Well just to get a glimpse. We did a 3v3v3 on this map. Unfortunatly it got too laggy and we had to quit. The pathfinding really seems to screw this map over, or maybe there where a couple with bad connection/bad computer...

A real shame, because even in this short game you can see the strategic potential of the map.

link for replay: https://www.dropbox.com/s/5wdbo2op7n7ha ... rarep?dl=0

PizzaAtomica
Posts: 83
Joined: Sun Jul 12, 2015 1:38 pm

Post by PizzaAtomica »

Thanks for testing it out, I'm glad to hear your positive comments :)

I'm going to watch the replay now, too bad to hear about the lag, do you think that can be caused by the big map size (128x128) or amount of players?

On a side note, I made the map in the latest playtest version, not the latest official release, I don't know if that could be causing any problems.

Edit:

Nice replay, lots of great stuff going on. I hope the lag you experienced is not inherent to the map, if so, I didn't know pathfinding could cause such lag :\

noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Post by noobmapmaker »

The problem is probably pathfinding. Units are constantly looking for routes from A to B. Maps with alot of narrow bridges/crossings or bottlenecks get laggy because the bridges/crossings get cluttered and then the units need to recalculate their route.

There is still a possibility that this map does work well when everyone has realy good internet, computers + a good server. But with 12 people...

The pathfinding issue is why people build multiple crossings and bridges next to eachother. If one is cluttered, then units divert to the next.

A real shame, because this map is in my opinion the best ever! Great strategic possibilities and very nice to look at.

I hope you will make more maps. Perhaps build one like this for 4 players (smaller ofcourse). Or maybe some other 2, 4, 6 or 8 player maps. Good 3 player maps are also rare! Or big ones, but then take in account that to many bridges/crossings creates lag.

Canavusbis
Posts: 37
Joined: Thu May 21, 2015 10:58 pm

Post by Canavusbis »

You should remake this with bridges that can go over units once we have support for them :)

PizzaAtomica
Posts: 83
Joined: Sun Jul 12, 2015 1:38 pm

Post by PizzaAtomica »

noobmapmaker wrote: The problem is probably pathfinding. Units are constantly looking for routes from A to B. Maps with alot of narrow bridges/crossings or bottlenecks get laggy because the bridges/crossings get cluttered and then the units need to recalculate their route.

There is still a possibility that this map does work well when everyone has realy good internet, computers + a good server. But with 12 people...

The pathfinding issue is why people build multiple crossings and bridges next to eachother. If one is cluttered, then units divert to the next.

A real shame, because this map is in my opinion the best ever! Great strategic possibilities and very nice to look at.

I hope you will make more maps. Perhaps build one like this for 4 players (smaller ofcourse). Or maybe some other 2, 4, 6 or 8 player maps. Good 3 player maps are also rare! Or big ones, but then take in account that to many bridges/crossings creates lag.
Yeah, I will probably make more maps, and I'll try to make sure there will be better pathfinding. I'm thinking about making a smaller 8 player version of this map, but without the small rivers and alot of the bridges (I will probably only keep 4 or 8 bridges going to the center island).
Canavusbis wrote: You should remake this with bridges that can go over units once we have support for them :)
You mean so ships can go under it like in RA2? That would be cool but I wonder if it's even possilble to do in this game.

zinc
Posts: 657
Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc »

noobmapmaker wrote: Good 3 player maps are also rare!
I did a 3 player map that seems to play OK:

http://resource.openra.net/maps/3253

I maybe over-cashed it I'm not sure.

Canavusbis
Posts: 37
Joined: Thu May 21, 2015 10:58 pm

Post by Canavusbis »

PizzaAtomica wrote:
Canavusbis wrote: You should remake this with bridges that can go over units once we have support for them :)
You mean so ships can go under it like in RA2? That would be cool but I wonder if it's even possilble to do in this game.
It will be possible when TS comes out, which will probably be less than a year with any luck.

PizzaAtomica
Posts: 83
Joined: Sun Jul 12, 2015 1:38 pm

Post by PizzaAtomica »

noobmapmaker wrote: Good 3 player maps are also rare!
Well, I decided to make one! (A 3 player map that is, whether it's good or not is up for you to decide ;) )

(Edit 18/7: This map has undergone some adjustments, the new one with link can be found a couple of posts below)

Image

Hope you like it!
Last edited by PizzaAtomica on Sat Jul 18, 2015 1:31 pm, edited 1 time in total.

PizzaAtomica
Posts: 83
Joined: Sun Jul 12, 2015 1:38 pm

Post by PizzaAtomica »

And a new 2 player map:

http://resource.openra.net/maps/3681

Image

This one is completely symmetrical except for the placement of trees, debris and houses. No navy this time but there are lots of different paths through the mountains. :)
Any feedback is welcome!
Last edited by PizzaAtomica on Fri Jul 17, 2015 8:54 pm, edited 1 time in total.

noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Post by noobmapmaker »

Unfortunatly I'm really busy atm so I cant test this weekend... you can play on them yourself when you've uploaded them. Some servers synchronise every couple hours or so and then you can play it. Good looking well designed maps often attract players. They install the map and if they like it they play it with others.

Aaaaand another map making issue: the ore refinery has its depot on the southern side. This favors players that have their ore patch beneath their base over players that got it on top of their base. Its a challenge to get the spots somewhat equal without ruining the symmetry or the balance.

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r34ch
Posts: 137
Joined: Sun Mar 01, 2015 2:02 pm

Post by r34ch »

Quarantine looks like a really good 1v1. Nicely placed expansions and details. Have you considered moving the ore mines by the bridges right beside them? A player could then walk a REF from spawn to the bridge and have the ore trucks mine across the bridge. Would make an interesting and unique early hit and run tactic to knock out that bridge if the opposing player expands to the larger ore and gem patches instead.

I like Barracuda too, although I think the spawns need a little adjustment. Currently top left can walk a REF to both ore fields from spawn. Both bottom and top right have to move and also have their REF placements blocked by rocks.

Very nice.

noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Post by noobmapmaker »

They both look great! All they need is testing and ask what people think of the map.

Btw symmetry is not a must! A lot of people also like asymmetrical maps that still are somewhat balanced.

PizzaAtomica
Posts: 83
Joined: Sun Jul 12, 2015 1:38 pm

Post by PizzaAtomica »

r34ch wrote: Quarantine looks like a really good 1v1. Nicely placed expansions and details. Have you considered moving the ore mines by the bridges right beside them? A player could then walk a REF from spawn to the bridge and have the ore trucks mine across the bridge. Would make an interesting and unique early hit and run tactic to knock out that bridge if the opposing player expands to the larger ore and gem patches instead.

I like Barracuda too, although I think the spawns need a little adjustment. Currently top left can walk a REF to both ore fields from spawn. Both bottom and top right have to move and also have their REF placements blocked by rocks.

Very nice.
Thanks for the feedback! I have made some adjustments to Barracuda, all starting positions now have one ore field close by, and a secondary ore field that is at the edge of the build radius, but can still be reached without moving the MCV.

http://resource.openra.net/maps/3683/

Image

As for the ore fields you mentioned on Quarantine, I wanted to leave some empty space next to them, should a player feel like moving an MCV over the bridge and build a refinery next to it.
noobmapmaker wrote: They both look great! All they need is testing and ask what people think of the map.

Btw symmetry is not a must! A lot of people also like asymmetrical maps that still are somewhat balanced.
Thanks! At the moment I'm still a little wary to play online as I feel like I'm quite a newbish player, I'm still practicing against bots :D

I am also working on some assymetrical maps, they just take a lot longer I feel to get somewhat balanced.
noobmapmaker wrote: Aaaaand another map making issue: the ore refinery has its depot on the southern side. This favors players that have their ore patch beneath their base over players that got it on top of their base. Its a challenge to get the spots somewhat equal without ruining the symmetry or the balance.
Yeah, I try to make sure a player isn't too dependent on only an ore patch below or above them. Ore patches to the left and right are okay though :)

Another problem I just noticed is the height of the buildings versus the width. Players can basecrawl up and down with powerplants a lot quicker then they can left and right. Something I'll have to keep in mind.

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