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pulse maps
Posted: Sun Oct 04, 2015 11:47 pm
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
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

Posted: Mon Oct 05, 2015 1:31 am
by pulse
Posted: Mon Oct 05, 2015 1:44 am
by pulse
Posted: Mon Oct 05, 2015 10:01 am
by abcdefg30
Quite impressive!
Posted: Mon Oct 05, 2015 3:23 pm
by Norman_
<3
Posted: Tue Oct 06, 2015 7:17 pm
by PizzaAtomica
These look very nice!

Posted: Wed Oct 07, 2015 1:07 pm
by pulse
Thanks

Posted: Wed Oct 07, 2015 2:46 pm
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.
Posted: Wed Oct 07, 2015 3:05 pm
by pulse
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/

Posted: Wed Oct 07, 2015 6:12 pm
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.
Posted: Mon Oct 12, 2015 12:04 am
by pulse
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/

Posted: Mon Oct 12, 2015 3:34 pm
by PizzaAtomica
Damn, you work fast!

Posted: Mon Oct 12, 2015 6:10 pm
by pulse
Lol

Posted: Mon Oct 19, 2015 2:07 am
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
Posted: Mon Oct 19, 2015 11:57 am
by pulse