[Map] Dragon River

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[Map] Dragon River

Postby Dragonfire » 04 Jan 2014, 14:38

Hi Guys,

I want to improve my mapping skills and present you my first map "Dragon River".
The map has two land players, one air player and one land/navel player (4vs4).

Main aspect:
  • players must act as a team
  • navel support (e.g. for anti air or support land)
  • not easy to turtle
  • interessting spots for fights
  • different spots to fights (2 seperated land paths, also divided in 2 paths and the river for navel and hover units)
  • back see for navel support if river is lost and to hide your coms for air snips
  • stuff to reclaim (rocks, small wreckages in base, big wreckage at the corner and near the middle, many trees)

ROMANGLORY means that this map better fit for 3s3, but I want the navel and air role.
Any suggestion?

Should I move the mass spots at the start one unit to the Commander?


Before I upload a second version I hope I get more feedback ;)

Todo-List.:

  • Place two Hydro for air player away from the map border

PS.: My second map "Dragon Beach" is also online, but first of all I want to focus on "Dragon River".
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dragonriver.large.png
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Re: [Map] Dragon River

Postby Gerfand » 04 Jan 2014, 16:01

it realy appers more for a 3v3 than a 4v4... but if you make some hills instead of water on the back, and put the air player there, you will have "inverse Setons"
...
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Re: [Map] Dragon River

Postby Dragonfire » 04 Jan 2014, 16:20

Maybe I make a 3vs3 version and a bigger 4vs4 version.
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Re: [Map] Dragon River

Postby Blodir » 04 Jan 2014, 16:55

It looks kind of strange because there's 2vs1 on both sides. Might make for interesting games though.

Looks like you also did the amateur mistake of having map borders too close to players/playable area, luckily in supcom it isn't as big of a deal as in some other RTS games :P
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Re: [Map] Dragon River

Postby Dragonfire » 04 Jan 2014, 17:14

Yeah, that is the reason I want to move the two hydros of the air player
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Re: [Map] Dragon River

Postby Dragonfire » 04 Jan 2014, 17:46

Maybe I can seperate the air player at the current spot,
see attachment.

What did you think?
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Re: [Map] Dragon River

Postby Mad`Mozart » 04 Jan 2014, 18:00

Looked up your other map in the vault, and damn, they both are so well made at first glance. Doubt that i will get to play them tho cause im not a big fan of team games. But gj anyway :)
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Re: [Map] Dragon River

Postby Dragonfire » 04 Jan 2014, 19:49

I think I have a better idea (see attachment).

pink = player spawn
white = mass spots
green star = hydro

@Mad`Mozart:
Thank you very much, I play only team games, maybe in the future I have a cool idea for a 1vs1 map ;)
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Re: [Map] Dragon River

Postby Ze_PilOt » 04 Jan 2014, 20:04

We are always looking for good map to put inside Galactic War.

Be sure that your map works with map border on, and that the spawn points are correct when the setting of automatch is "odd Vs even".
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Re: [Map] Dragon River

Postby Dragonfire » 04 Jan 2014, 21:55

Ze_PilOt wrote:Be sure that your map works with map border on, and that the spawn points are correct when the setting of automatch is "odd Vs even".


How can I enable map border?

Or did you mean to create an "AREA_1" area and at the script these lines:

Code: Select all
ScenarioFramework.SetPlayableArea('AREA_1' , false)
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