Lionhardt's WIP Mapping Thread

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Lionhardt's WIP Mapping Thread

Postby Lionhardt » 14 Feb 2014, 18:59

What is this all about?

This is a thread where I post the progress on maps I am working on. When I am working on a map I regularly post updates on it. This is so you can provide early feedback and make it easier for me to design a map that people actually want to play. If you have suggestions or request on a map I am working on, I will always respond to you and try to realise your suggestion or request. The more feedback you give, the better are the maps I can build. If you have ideas fo rmaps you can also come to me with concepts. One of the maps I made (Insanity Rising) was based on a detailed concept by IceDreamer, for example. So, if you have a compelling idea for a map design that you cannot realise yourself, chances are good I will take a shot at it, if you ask me to.

On playtesting

The most important feedback for me is impressions from playtesting. Most of the maps I released are still only 80% finsihed, because I released them for playtesting, but never got enough feedback from playtesters to finish them. Good maps cannot be made without playtesting. I am not a good player, so I can't do teh playtesting myself. The suggestiosn of good palyers are therefore especially valuable. So, help me make better maps for us, by providing playtesting feedback.


Maps that need playtesting

The more stars the more relevant

Hexagonian Drylands: *****
Fervent Soil and Torrid Suns: ****




Maps released so far

mapsphotos2.jpg
mapsphotos2.jpg (554.31 KiB) Viewed 1577 times





Spoiler: show
Original Post:

Edit: This is now a general WIP thread.


I've started work on a new map. This is meant to be a 8 player 8-way symmetry map, suitable for FFA. It's 20km with an effective playable area of ~17km, the mountain ring is mostly impassable. The working title is Open Conflict, as I intend to keep the green area mostly flat with only very few plateaus and occasional obstacles to give dynamic.

This is what I've got so far. As you can see the map features a symmetrical inner area and a asymmetrical outer "scenery"-area.

Open Conflict.jpg
Open Conflict.jpg (264.39 KiB) Viewed 3923 times
Last edited by Lionhardt on 25 Jan 2018, 19:20, edited 12 times in total.
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
Spoiler: show
[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns
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Re: Open Conflict

Postby IceDreamer » 14 Feb 2014, 20:20

Idea: Since totally flat terrain leads to rather boring combat, and certain units gaining vast power, how about trying something new(ish) to restrict movement a bit while not affecting projectiles: Canyons! Really deep, impassable canyons scattered around, not abundantly but a bit, with water deep below (Or just dry bases, whatever). Could be fun!
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Re: Open Conflict

Postby Lionhardt » 14 Feb 2014, 20:29

Possible, though I had a swampy theme in mind. I will sprinkle the area with many shallow ponts and small rock formations. The water level is only 1 meter below the surface atm.
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
Spoiler: show
[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns
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Re: Open Conflict

Postby Gerfand » 14 Feb 2014, 22:39

hey and if you make a Swamp w/ some Wrecks on the middle? ...but w/ a way to every one get to the Wrecks, I mean some sort of Land Bridges.
and some hills on the map, w/ reclaim and mexes/Hydro spots
...
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Re: Open Conflict

Postby Lionhardt » 15 Feb 2014, 00:28

as of now no pleateaus in the central area are intended. but i will see how it turns out. i never do much planing but rather let it flow during the terrain shaping, only guided by a general idea - like open areas broken up by small terrain features. the shap the terrain turned out to be in will then dictate mex and reclaim placement.
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
Spoiler: show
[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns
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Re: Open Conflict

Postby Gerfand » 15 Feb 2014, 00:46

Not in the central area, but in the area btw the players...

For example: there 4 mountains between me and my enemies(2 for each), but those mountains are only high ground w/ some mexes/hydro...
...
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Re: Open Conflict

Postby Dragonfire » 15 Feb 2014, 12:32

How did you made this beautiful mountains?
My native language is not english, please correct me, because I want to improve my skills # Resource Overview
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Re: Open Conflict

Postby Lionhardt » 15 Feb 2014, 15:02

Bascially with the method explained here. I then used the heightmap of the mountaisn akso fo rteh rck ad snow mask and adjusted sharpness, the opacity and contrast a little.
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
Spoiler: show
[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns
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Re: Open Conflict

Postby Dragonfire » 15 Feb 2014, 15:13

Lionhardt wrote:Bascially with the method explained here. I then used the heightmap of the mountaisn akso fo rteh rck ad snow mask and adjusted sharpness, the opacity and contrast a little.


Thanks ;)
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Re: Open Conflict

Postby tdrqwako » 15 Feb 2014, 15:28

Call this one "skyrim" )
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