[map] [ra] Ice Woods [2 players + creeps]

Information and discussion for custom maps and mods.
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Tirili
Posts: 41
Joined: Fri Jun 24, 2011 12:02 am

[map] [ra] Ice Woods [2 players + creeps]

Post by Tirili »

Hi

Here's a new map I built. It's for 2 players and some sites are guarded by creeps.
There's a lot of wood in this map and some secrets, you'll quickly spot.

I hope the starting spots of the players protected by mountains do not make most of the games a draw, because it's too hard to attack a base protected by a lot of defense buildings.

But let's see.
Attachments
ice-woods.oramap
[Update] This 2nd version has one and a half more ore wells per player.
(15.83 KiB) Downloaded 368 times
ice-woods.png
ice-woods.png (2.41 KiB) Viewed 6323 times
ice-woods-screenshot.png
ice-woods-screenshot.png (641.49 KiB) Viewed 6315 times
Last edited by Tirili on Tue Mar 20, 2012 5:16 pm, edited 3 times in total.

knivesron
Posts: 93
Joined: Wed Aug 10, 2011 5:05 am

Post by knivesron »

this looks cool, i cant wait to give it a try.
i was thinknig of doing somthing like this. perhaps more akin to a vietcon trail or somthing along those lines. where to acually get to the other players you have to kill ai in between.
its a cool idea. perhaps a scenario where you cant bulid, but instead have to take over buildings to advance.

only problem i see with this map (before playin it) is its only 2 player. i very rarely infact if ever have 2 player games. looks cool the good work

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zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

Post by zypres1 »

I like it.

It's advanced Yaml file that everyone can learn from.

pros:
  1. cool map, mutliple levels of height
  2. cool with hard creeps
  3. Sam site to block the planes
  4. buildings to capture
  5. I can capture helipad to build aircrafts on
  6. power settings for creeps works well
  7. I like your map]
  8. Best for singelplayer missions
cons
  1. AI do not work well with creeps.. yet...
  2. It's hard to explore, the units will not move into the unknown any well
  3. annoying with ore in the middle not reachable
  4. I do not get the other factions units
  5. soviet cannot capture the ****** on the bottom, cannot get there with no transport helicopter
  6. My units destroy buildings before my engineers enter

Tirili
Posts: 41
Joined: Fri Jun 24, 2011 12:02 am

Post by Tirili »

Hey, thanks for the feedback!

You're right with your cons:
The ai doesn't play very well on this map and the creeps are not very active.
It's hard to explore, because units don't move when you order them to go to a cell that contains special structures or when they cannot find a path to get there.
It's also disappointing that you cannot build the units of the other faction after capturing buildings and it's strange, that you can build planes on helipads as a soviet player.

I supposed this map is going to be used for 1vs1 games.

It's probably an advantage for Allies to build the transport heli on this map, but since you can build V2 to attack many of the secret buildings, it's not too bad for a Soviet player, if they get captured. A bigger advantage is that Allies can chronoshift an mcv to the middle.

Here are some ways I can think of to get an mcv in the middle of the map:

- Use transport ships ;)
- Chronoshift an mcv and quickly deploy it before it's shifted back (Allies only / Soviets must capture a Chronosphere first)
- Chronoshift units to the middle and find a crate there (sell all your construction yards and mcvs to increase the chance to get an mcv in a crate to 99%)
- Use a transport heli to fetch units and find a crate (transport helicopters cannot land on crates)
- Use paratroopers and find a crate
- Make an enemy shoot down one of your aircraft so that the pilot lands on the middle and
find a crate
- Find a crate with a ship on the beach that is connected to the middle (low chance)
Last edited by Tirili on Fri Feb 17, 2012 9:03 pm, edited 1 time in total.

Tirili
Posts: 41
Joined: Fri Jun 24, 2011 12:02 am

Post by Tirili »

Here's a link to it on the new content hosting site by ihptru and Holloweye:

http://content.open-ra.org/index.php?p= ... aps&id=296

wusche1
Posts: 87
Joined: Tue Jan 10, 2012 6:44 pm

Post by wusche1 »

Looks good -- but did not check it yet.

Good idea to make hiqh quality maps, especially for 1v1/2v2.

Btw, I wonder how a version of Lost Temple would play in OpenRA

wusche1
Posts: 87
Joined: Tue Jan 10, 2012 6:44 pm

Post by wusche1 »

This map is really well done -- lots of detail, true eye candy.

As for the gameplay, I just played it twice, so there is little I can say for now except that it is not easy to grasp the map if You have never played it before. The standard play works quite well, and You can catch Your opponent off-guard if he decided to go for all the fancy goodies..

Well done :)

Tirili
Posts: 41
Joined: Fri Jun 24, 2011 12:02 am

Post by Tirili »

Update:

This 2nd version has one and a half more ore wells per player.

Scroll up to download or see the map here: http://content.open-ra.org/?p=detail&table=maps&id=419

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