pulse maps

Discussion about the game and its default mods.
pulse
Posts: 44
Joined: Sun Oct 04, 2015 2:50 pm

pulse maps

Post by pulse »

Hi folks

Got inspired to make a topic by seeing the PizzaAtomica's thread :)

I will post some of my maps here - those I consider to be worthy of exposure.

First, some of my RA maps:

Trees and Villages
64x64, 2 players
http://resource.openra.net/maps/5773

Image

Cold Zone
96x96, 6 players
http://resource.openra.net/maps/6006

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Countryside
64x64, 4 players
http://resource.openra.net/maps/6010

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Abandon Hopes
96x96, 6 players
http://resource.openra.net/maps/6024

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Antipatterns
96x96, 6 players
http://resource.openra.net/maps/6026

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Battle of Minds
64x64, 2 players
http://resource.openra.net/maps/6043

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Green Valley
96x96, 8 players
http://resource.openra.net/maps/6058

Image

pulse
Posts: 44
Joined: Sun Oct 04, 2015 2:50 pm

Post by pulse »

TD maps:

Desert Experience
96x96, 4 players
http://resource.openra.net/maps/5038/

Image

Ghost Valley
96x96, 6 players
http://resource.openra.net/maps/6067/

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Sands of Doom
96x96, 6 players
http://resource.openra.net/maps/5692/

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Small World
64x64, 2 players
http://resource.openra.net/maps/5194/

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Orogenesis
96x96, 6 players
http://resource.openra.net/maps/5744/

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Sandstorm
64x64, 2 players
http://resource.openra.net/maps/4609/

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Mesozoic
96x96, 6 players
http://resource.openra.net/maps/5643/

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Trouble With Rebels
96x96, 6 players
http://resource.openra.net/maps/5743/

Image

pulse
Posts: 44
Joined: Sun Oct 04, 2015 2:50 pm

Post by pulse »

Escalations
64x96, 4 players
http://resource.openra.net/maps/5884/

Image

Vectors of Battle
96x96, 6 players
http://resource.openra.net/maps/5853/

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Aggressive Tendencies
64x64, 2 players
http://resource.openra.net/maps/5858/

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Battle for Mars
96x96, 6 players
http://resource.openra.net/maps/5922/

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Botany
96x96, 6 players
http://resource.openra.net/maps/5990/

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Swamp Master
64x64, 2 players
http://resource.openra.net/maps/6036/

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Jungle Conflict
96x64, 6 players
http://resource.openra.net/maps/6068/

Image
Last edited by pulse on Sat Nov 21, 2015 2:31 pm, edited 1 time in total.

abcdefg30
Posts: 643
Joined: Mon Aug 18, 2014 6:00 pm

Post by abcdefg30 »

Quite impressive!

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Norman_
Posts: 141
Joined: Wed Jan 30, 2013 1:39 pm
Location: TD Server

Post by Norman_ »

<3

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

Post by PizzaAtomica »

These look very nice! :)

pulse
Posts: 44
Joined: Sun Oct 04, 2015 2:50 pm

Post by pulse »

Thanks :)

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

Post by noobmapmaker »

Nice maps Pulse!

Tiny bit of (aestethic) feedback: on many maps you place your trees in a patternlike way over the map. Ghost Valley is an exception on this, and small world as well.

Trees are in my opinion 1) an aestethic addition. So its nice when they look naturally placed. Somewhat clustered and sometimes with a random tree. Towns and farms often have trees nearby, etc. and 2) offer tactical issues. Trees in your expansion require to plan your buildings better as you cant build over trees. Also a forest can be passable or impassable, allowing sneakroutes or being a safe block.

But... nice maps.. go play them in multiplayer and if people like them they will be played more often by them.
Playlist with ALL games of the Dark Tournament Youtube.com/CorrodeCasts
Consider supporting OpenRA by setting a bounty or by donating for a server

pulse
Posts: 44
Joined: Sun Oct 04, 2015 2:50 pm

Post by pulse »

Thanks for feedback noobmapmaker! Yeah, I tend to overdo trees. :D Can't help myself, I really like trees. They may be annoying when base building but as long as there's room people keep building things even where I specifically don't intend them to. I don't think it's too much of a problem really for the most part. Some of my maps really overdo it, though.

I think I played all the maps I posted so far, I believe most of them play well. Ghost Valley I think is actually the most popular.

For this following RA map I thought I'd try something a bit different.

Snowy Forest
64x64, 2 players
http://resource.openra.net/maps/6082/

Image

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

Post by noobmapmaker »

I think its good when people build bases where you never thought they would!

If you make a map that forces people to build bases on certain spots then it becomes a predictable map.

On most maps there are three kinds of tree/debris/houses groups:
- no trees (players can build as they like)
- some tree/debris/houses (player need carefull planning when deploying and building)
- lots of debris (prevents players from deploying there at all, but units can pass)

I like to place some debris and trees on places that are strategically strong. That makes securing such places a bit more difficult.
Playlist with ALL games of the Dark Tournament Youtube.com/CorrodeCasts
Consider supporting OpenRA by setting a bounty or by donating for a server

pulse
Posts: 44
Joined: Sun Oct 04, 2015 2:50 pm

Post by pulse »

Some new TD maps. I got a request to do some more 2v2 maps so here we go. :P

Chill Out
96x96, 4 players
http://resource.openra.net/maps/6108

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Too Hot
80x80, 4 players
http://resource.openra.net/maps/6115

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Too Cold
96x64, 4 players
http://resource.openra.net/maps/6116/

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Just Right
96x96, 4 players
http://resource.openra.net/maps/6118/

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Dualism
96x64, 4 players
http://resource.openra.net/maps/6119/

Image

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

Post by PizzaAtomica »

Damn, you work fast! :eek:

pulse
Posts: 44
Joined: Sun Oct 04, 2015 2:50 pm

Post by pulse »

Lol ;)

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anjew
Posts: 552
Joined: Sat Nov 08, 2014 4:16 am

Post by anjew »

Hey pulse, was wondering if you could make a 1v1 version of 'Too Cold?' I quite enjoy the map and think it would work great as a 1v1 with less available tib at start
Image

pulse
Posts: 44
Joined: Sun Oct 04, 2015 2:50 pm

Post by pulse »


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