pulse maps
pulse maps
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
Cold Zone
96x96, 6 players
http://resource.openra.net/maps/6006
Countryside
64x64, 4 players
http://resource.openra.net/maps/6010
Abandon Hopes
96x96, 6 players
http://resource.openra.net/maps/6024
Antipatterns
96x96, 6 players
http://resource.openra.net/maps/6026
Battle of Minds
64x64, 2 players
http://resource.openra.net/maps/6043
Green Valley
96x96, 8 players
http://resource.openra.net/maps/6058
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
Cold Zone
96x96, 6 players
http://resource.openra.net/maps/6006
Countryside
64x64, 4 players
http://resource.openra.net/maps/6010
Abandon Hopes
96x96, 6 players
http://resource.openra.net/maps/6024
Antipatterns
96x96, 6 players
http://resource.openra.net/maps/6026
Battle of Minds
64x64, 2 players
http://resource.openra.net/maps/6043
Green Valley
96x96, 8 players
http://resource.openra.net/maps/6058
TD maps:
Desert Experience
96x96, 4 players
http://resource.openra.net/maps/5038/
Ghost Valley
96x96, 6 players
http://resource.openra.net/maps/6067/
Sands of Doom
96x96, 6 players
http://resource.openra.net/maps/5692/
Small World
64x64, 2 players
http://resource.openra.net/maps/5194/
Orogenesis
96x96, 6 players
http://resource.openra.net/maps/5744/
Sandstorm
64x64, 2 players
http://resource.openra.net/maps/4609/
Mesozoic
96x96, 6 players
http://resource.openra.net/maps/5643/
Trouble With Rebels
96x96, 6 players
http://resource.openra.net/maps/5743/
Desert Experience
96x96, 4 players
http://resource.openra.net/maps/5038/
Ghost Valley
96x96, 6 players
http://resource.openra.net/maps/6067/
Sands of Doom
96x96, 6 players
http://resource.openra.net/maps/5692/
Small World
64x64, 2 players
http://resource.openra.net/maps/5194/
Orogenesis
96x96, 6 players
http://resource.openra.net/maps/5744/
Sandstorm
64x64, 2 players
http://resource.openra.net/maps/4609/
Mesozoic
96x96, 6 players
http://resource.openra.net/maps/5643/
Trouble With Rebels
96x96, 6 players
http://resource.openra.net/maps/5743/
Escalations
64x96, 4 players
http://resource.openra.net/maps/5884/
Vectors of Battle
96x96, 6 players
http://resource.openra.net/maps/5853/
Aggressive Tendencies
64x64, 2 players
http://resource.openra.net/maps/5858/
Battle for Mars
96x96, 6 players
http://resource.openra.net/maps/5922/
Botany
96x96, 6 players
http://resource.openra.net/maps/5990/
Swamp Master
64x64, 2 players
http://resource.openra.net/maps/6036/
Jungle Conflict
96x64, 6 players
http://resource.openra.net/maps/6068/
64x96, 4 players
http://resource.openra.net/maps/5884/
Vectors of Battle
96x96, 6 players
http://resource.openra.net/maps/5853/
Aggressive Tendencies
64x64, 2 players
http://resource.openra.net/maps/5858/
Battle for Mars
96x96, 6 players
http://resource.openra.net/maps/5922/
Botany
96x96, 6 players
http://resource.openra.net/maps/5990/
Swamp Master
64x64, 2 players
http://resource.openra.net/maps/6036/
Jungle Conflict
96x64, 6 players
http://resource.openra.net/maps/6068/
Last edited by pulse on Sat Nov 21, 2015 2:31 pm, edited 1 time in total.
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- Posts: 1086
- Joined: Wed Dec 10, 2014 11:59 am
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.
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
Consider supporting OpenRA by setting a bounty or by donating for a server
Thanks for feedback noobmapmaker! Yeah, I tend to overdo trees. 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/
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/
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- Posts: 1086
- Joined: Wed Dec 10, 2014 11:59 am
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.
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
Consider supporting OpenRA by setting a bounty or by donating for a server
Some new TD maps. I got a request to do some more 2v2 maps so here we go.
Chill Out
96x96, 4 players
http://resource.openra.net/maps/6108
Too Hot
80x80, 4 players
http://resource.openra.net/maps/6115
Too Cold
96x64, 4 players
http://resource.openra.net/maps/6116/
Just Right
96x96, 4 players
http://resource.openra.net/maps/6118/
Dualism
96x64, 4 players
http://resource.openra.net/maps/6119/
Chill Out
96x96, 4 players
http://resource.openra.net/maps/6108
Too Hot
80x80, 4 players
http://resource.openra.net/maps/6115
Too Cold
96x64, 4 players
http://resource.openra.net/maps/6116/
Just Right
96x96, 4 players
http://resource.openra.net/maps/6118/
Dualism
96x64, 4 players
http://resource.openra.net/maps/6119/