eliteGi Posted July 5, 2018 Share Posted July 5, 2018 (edited) This can be played 2v2 (left vs right or north vs south, depending on what pace of game is preferred) or even FFA.... The map has several pathing choices so there are different ways you can split your opponent during battle. EDIT: I have modified the tree placement to make path choices more clear-cut and more open for battles. Also changes lighting properties so should look smoother now. Enjoy! mosh pit.map Edited July 8, 2018 by eliteGi 2 Link to comment Share on other sites More sharing options...
McPwny Posted July 5, 2018 Share Posted July 5, 2018 why do the lat tiles look weird in fa2? Link to comment Share on other sites More sharing options...
eliteGi Posted July 5, 2018 Author Share Posted July 5, 2018 (edited) Not sure, it looks fine in my FA2 (although I think my FA2 may be dodgy). Looks fine in game though Edit: Did I overdo it with the trees? I tried removing them but I honestly like the character of the map with them in, it blends the terrain height differences well and feels more natural, but not sure if they'll make tank battles too difficult. A lot of them are placed in positions to make choke points. Edited July 5, 2018 by eliteGi Link to comment Share on other sites More sharing options...
McPwny Posted July 6, 2018 Share Posted July 6, 2018 the trees are fine but i think it would benefit from some more lighting detailing, also i remember seeing a LAT tile error on one of the cliff ramps, though all in all its quite nice. Link to comment Share on other sites More sharing options...
eliteGi Posted July 6, 2018 Author Share Posted July 6, 2018 (edited) 18 minutes ago, McPwny said: the trees are fine but i think it would benefit from some more lighting detailing, also i remember seeing a LAT tile error on one of the cliff ramps, though all in all its quite nice. I'm all for lighting detailing but I was under the impression it was better to keep it simple in that respect if it's to be used for online or competitive play ? Just looked for that sumbitch LAT tile on my FA2. I found 2 little ones that would be barely noticeable in game - but 2 errors nonetheless. Found 1 to the right of the bottom oil derrick in centre and one to the left of the top centre derrick. I'll wait to see if there's any other feedback and I can reupload Edited July 6, 2018 by eliteGi Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted July 6, 2018 Share Posted July 6, 2018 (edited) 3 hours ago, eliteGi said: Edit: Did I overdo it with the trees? I tried removing them but I honestly like the character of the map with them in, it blends the terrain height differences Yes you did, edit map lighting and set level to 16000 it will blend the terrain height differences better. 3 hours ago, eliteGi said: not sure if they'll make tank battles too difficult. A lot of them are placed in positions to make choke points. Reduce battle area tree count while keeping choke point areas. With good tree positioning you can still keep the look of the map. Great job on the cliffs and layout. 1 hour ago, eliteGi said: I'm all for lighting detailing but I was under the impression it was better to keep it simple in that respect if it's to be used for online or competitive play I like to use yellow invisible lamps behind ore mines on ore fields, purple lamps on gem fields and just invisible light posts hidden inside tech buildings. Using custom values to make the light really subtle and emulate a slight 'bloom' effect. Try them out and copy this into your map file, after opening it in notepad. Insert it after the header section and tweak the Tint values in .1 increments per your preference, but keep in mind that less is more and high values look 'pixellated' by causing ugly per lat brightness variations. [INGALITE] LightRedTint=0.1 LightBlueTint=0.1 LightGreenTint=0.1 LightIntensity=0.02 LightVisibility=2000 [INPURPLAMP] LightRedTint=0.1 LightBlueTint=0.1 LightGreenTint=0.01 LightIntensity=0.02 LightVisibility=2000 [INYELWLAMP] LightRedTint=0.1 LightBlueTint=0.01 LightGreenTint=0.1 LightIntensity=0.02 LightVisibility=2000 Render with map renderer to see results and tweak till you're happy. Note that map global lighting colour and values affect the gradient of the lighting as well. Edit: just noticed you're not deleting one cell of ore behind the ore mine, which is important, because ore can get stuck there and causes harvesters to return to the ore mine while it's otherwise empty. Edited July 6, 2018 by FReQuEnZy 1 Link to comment Share on other sites More sharing options...
eliteGi Posted July 6, 2018 Author Share Posted July 6, 2018 Thanks for the feedback! I've changed most of the trees, I think it still looks natural but it's far clearer in the middle for tank movement! Lighting is a good point, my thought process was I like how lower points look darker with the level numbers but I'll achieve that with negative light posts instead as it'll look more natural. Appreciated Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted July 7, 2018 Share Posted July 7, 2018 (edited) Just use the above lighting tweaks to make the negative light posts smoother, the default ones look horrible and keep in mind that they have the largest impact on performance. If I recall correctly, deploying Desolators near negative light posts causes hella lot of lag. Edited July 7, 2018 by FReQuEnZy Link to comment Share on other sites More sharing options...
eliteGi Posted July 8, 2018 Author Share Posted July 8, 2018 Updated! Happy with how it looks and performs now Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted July 8, 2018 Share Posted July 8, 2018 Are the resource values equal? Looks like left side has way more gems. Link to comment Share on other sites More sharing options...
eliteGi Posted July 9, 2018 Author Share Posted July 9, 2018 Yep it's 49.8% left side 50.2% right side total ore/gem value so tournament split Link to comment Share on other sites More sharing options...
cypher Posted July 12, 2018 Share Posted July 12, 2018 nice Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted July 12, 2018 Share Posted July 12, 2018 Just noticed something. It looks like if playing TL vs BR, then BR spot can build from oil to the large ore patch on the right, while the same is not possible on the left. Link to comment Share on other sites More sharing options...
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