A map based on a spring engine map of the same name, in turn based on the world of LOTR. A relatively open map in the style of emp_bush. This map features 16 bridges, each with a 50% chance of spawning when the map is loaded. There are also 30 strategically placed clusters of 5-20 trees which each have a 50% chance of spawning when the map is loaded. There are 4 different locations that each team may spawn, with the restriction that there will be no scenarios where the teams both start at the north or at the south. 13 refs at 2 res/second each, teams start with 300 res and no refs prebuilt. Download the map and see for yourself: http://dl.dropbox.com/u/2644783/emp_mearth_a1.7z I have to ask that no server owners put this up until I talk to them. p.s. the first person to comment on the broken scaling of the textures, lack of skybox, or just general ugliness of anything will be permanently banned from the map via magic. This is an alpha, and a map meant to stimulate dynamic gameplay. It's not a work of art. Yet. minimap:
well this map was a 16 player FFA map which means there were 16 starts. unless we get 14 other factions in the next patch i don't think it will be the same.
I dont really understand that pic, would that be made as a full hammer grid? does it generally go from low to high in one corner to the other or do the height changes balance each other out? (i think im about to mspaint the shit outta this) edit: it's very long, would the plan be to squash it flat, cut off a section of the bottom to make it square, or have it a rectangle shaped map?
Can you outline the walkable area and the barriers in the map? it's not exactly clear from the picture. Maybe a heightmap or something
this is what I would do: -6 spawn points per side, random 1 at round start. -10 refs per "side" with 3 in the "middle" provide small objectives to lead the team out -lots of refs = high res because teams will need lots of money for buildings walls and turrets to protect choke points -I added the beach area to provide a flat area on the west to mirror the one on the east, and I think it would look cool to see a long stretch of beach -I added a bridge so it's less of a bitch if you random that northeast spawn This map might suffer from alpinerush syndrome, being too fuckign awesome for it's own good so no one plays it.
i'll put up some pictures once i'd finished all the touch ups for the geometry, but i'm still largely on the fence about which parts will be too steep to walk on etc @deadpool thanks for contributing i like those ideas drop in irc sometime and i'll stream me working on the map
here's the heightmap for it: http://i.min.us/idopTi.bmp also if anyone wants to see the map, go to http://join.mikogo.com and use the session ID 408337755 within the next 15 minutes
Im watchin your thing mostly cause I was curious what you meant It's neat, but youre gonna wind up w so much river if you keep them all that wide... and I might be way wrong but I didnt even see any rivers on that first image you posted? what's your steam name? LOL META im watching you read this!
yeah you can see all the low spots are below the water line on the Heightmap the rivers are mostly shallow, like the middle of the lake on cyclo, so tanks can drive through them easily enough