Marn's Maps!!!

Discussion about the game and its default mods.
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Marn
Posts: 51
Joined: Sun Feb 21, 2016 9:49 am

Post by Marn »

klaas wrote: The spice in Dune runs out much slower than in RA. I think the main base can use a little less spice for that reason, I don't think you'd need to expand on this map as it is now.

Also, needs more crashed spaceships IMHO.... ;-)

For the rest: super awesome D2k maps = win win win.
Yeah I tested a drawn out match today and blooms give so much spice that having 2 of them makes your field almost infinite.
I will make a sneaky update and remove one of the blooms from the front field, and make it smaller. That should instigate a more rapid expansion.
Thanks for the feedback :)

[EDIT]: In version 03 map spice was reduced from 300k to 170k, spice fields across the board were made smaller.

Inara
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Marn's maps

Post by Inara »

Some players don't like this dune map, because here impossible hard to defend against trike-rush. But I think, that this map is good because it demanding players agressive actions, or fast expand in the more defensive place.

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Marn
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Re: Marn's maps

Post by Marn »

Inara wrote: Some players don't like this dune map, because here impossible hard to defend against trike-rush. But I think, that this map is good because it demanding players aggressive actions, or fast expand in the more defensive place.
Yeah I have experienced it as well when I was playing with SoScared :)
Units are so much faster in Dune than they are in ra, and trikes do heck of a lot of damage to buildings too.
But yeah you have to get aggressive really early on if you don't want to get stomped.
A lot of newer players like to turtle and build up, in which case this map might not be for them =p

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Marn
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Post by Marn »

Gravel Avalanche 04
Went out of the way and added some over the top changes this time. Not only to the map itself but to some game mechanics.
Updated screenshot is on the first post.

Internal changes

*Migs can shoot down air units.
*Mines no longer get triggered by friendly units.
*Added weather effect and evening ambiance.

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Marn
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Post by Marn »

I worked my butt on this one, I haven't gotten to everything I wanted to implement but its functional and works well!
Both corners instead of oil derricks have old silos that work in a similar way to the original map. The only change is that silos here give you 500$ when captured, instantly paying off the engi cost.
Some weather mood and nice lighting was in order since we're talking about TS here :)
This map will be bundled with my balance mod for TS which will be posted a bit later.
Let me know what you think.


TS
Sidestep TS
1v1
96x96

Image
Larger screenshot in the link below VVV
https://www.dropbox.com/s/2cczzk63z3wn6 ... E.png?dl=0

Download
http://resource.openra.net/maps/14029/
Last edited by Marn on Fri May 13, 2016 6:36 am, edited 4 times in total.

PizzaAtomica
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Post by PizzaAtomica »

Oh wow, this looks fantastic!
I assume when all the features of Tiberian Sun get finished, the glow at the tiberium fields will be changed to green?

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Graion Dilach
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Post by Graion Dilach »

Green glow is possible already, although that needs a specific artwork and/or palette.
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Nolt
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Post by Nolt »

Finally a balanced map for ts, gj, gonna make some research about the alpha palettes, would be cool to see the tree lightning back.
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Creator of Shattered Paradise and Nomad Galaxy. WARNING, there are tons of gifs on both pages.

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Marn
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Post by Marn »

Yeah I tried editing existing palette to green and make a custom alpha overlay for it but due to my lack of experience I had no dice making it look appealing.
For now I'll just resort to using alpha palette that comes with the build and make custom art for that. And if you want to jump in and help me understand how it works be my guest :)

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Marn
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Post by Marn »

Download for for Sidestep is up and its Format11, just a heads up for anyone that might be using a dated bleed version *cough*me*cough*. I bundled the glow SHP with the map so the glow theoretically should work regardless of your mod or bleed version.
It works on fresh bleeds on my side, but let me know if it doesn't on your end.
Last edited by Marn on Sat Apr 02, 2016 3:29 am, edited 1 time in total.

abcdefg30
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Post by abcdefg30 »

Marn wrote: [...] and its Format10 [...]. It works on fresh bleeds on my side [...].
Latest bleed is already on Format 11 (see OpenRA/OpenRA#10898). :P

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Marn
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Post by Marn »

abcdefg30 wrote:
Marn wrote: [...] and its Format10 [...]. It works on fresh bleeds on my side [...].
Latest bleed is already on Format 11 (see OpenRA/OpenRA#10898). :P
Well shit, I am getting behind the times by the minute =p
Sneaky fix and is now format11, thanks for pointing that out :)

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Marn
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Post by Marn »

Its not really a playable map but a map nonetheless.
TS seriously lacked a more action packed shell map.
I am a huge scrub when it comes to lua but I salvaged what I could to make this work.
This will be included with a TS balance&polish mod I am working on, which I have yet to find people to play-test it with =/

Oh and something new for Sidestep TS. Civilian cars are now capturable with an engi from outside, and infantry can fire from within cars for some wacky early harassment :)
Drive-by is now real ( •_•)>âŒâ– -â–  / (âŒâ– _â– )

Image
Larger
https://www.dropbox.com/s/41fo0htoivia2 ... p.PNG?dl=0

And of course anyone can get it at the link below, and do whatever they feel like :)
Download
https://www.dropbox.com/s/j3mlgthjohvl7 ... ramap?dl=0

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Marn
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Post by Marn »

Yet another TS map, a riverside frontline remake that is. This will finally test how good the GDI hover MRLS is.
A bit of an experiment with the sand here since TS lacks desert tileset.

TS
Riverside Frontline TS
2v2
80x120

Image
Larger screenshot in the link below VVV
https://www.dropbox.com/s/p7564kpah7fa1 ... e.png?dl=0

Download
http://resource.openra.net/maps/14027/
Last edited by Marn on Fri May 13, 2016 7:03 am, edited 1 time in total.

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Marn
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Post by Marn »

Been slacking a bit lately in terms of updates but since I am already working on a 3rd map that isn't on here might as well post what have been done so far :)

An arena style 1v1 map with basic expansions in the corners, along with some distance Blue Tib in the middle as the main point of contest.


TS
The Pit TS
1v1
80x80

Image
Larger screenshot in the link below VVV
https://www.dropbox.com/s/mdua9pk5zzynr ... t.png?dl=0

Download
http://resource.openra.net/maps/14030/
===========================================================

A 1v1/3player FFA urban based map surrounded by water, which would bring interesting play by back stabbing with amphibious/air units.
Don't forget the tech buildings/Blue Tib in the middle.


TS
Islotropolis TS
1v1/3player FFA
110x140

Image
Larger screenshot in the link below VVV
https://www.dropbox.com/s/xezbe0mt57qi1 ... s.png?dl=0

Download
http://resource.openra.net/maps/14031/

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