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Chronoseth
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Joined: 20 Feb 2010
Description:
Players start on opposite sides of a valley littered with tiberium.
The center contains an easily-accessed, large blue tiberium feild.
In 4-player mode, player starts are moved to the corners of the map and the blue tiberium field is shrunk.


This map should host some long battles, and offers several tactical opportunities (especially offensive). I would normally have made the cliffs a bit more natural-looking, but their size prohibits this.
Note:
-deathvalley.dpr (Death Valley) is the 2-plyer version
-deathvalley2.dpr (Death Valley V2) is the 4-player version
PreviewAttachmentSize
deathvalley.zip48.35 KB
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He who controls the past commands the future...
And he who commands the future conquers the past.

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Chronoseth
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Joined: 20 Feb 2010
Map Preview (2-P):
PreviewAttachmentSize
valley preview.png
valley preview.png1.52 MB
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He who controls the past commands the future...
And he who commands the future conquers the past.

-Kane

Chronoseth
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Joined: 20 Feb 2010
Map Preview (4-P)
PreviewAttachmentSize
valley2 preview.png
valley2 preview.png1.51 MB
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He who controls the past commands the future...
And he who commands the future conquers the past.

-Kane

Bittah Commander
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Joined: 21 Nov 2009
This map looks quite nice, good job Smile
I only think it'd look better if you'd replace the bottom 2 cliff corners with these:
PreviewAttachmentSize
clfs.png
clfs.png8.33 KB
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Chronoseth
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Yeah, I have a little patching up to do. I'm not sure if you noticed, but the cliff attached to the bottom-right bridge is missing and end... Laughing out loud
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He who controls the past commands the future...
And he who commands the future conquers the past.

-Kane

Chronoseth
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Joined: 20 Feb 2010
Here are the fixed versions.
Changes:
-player starts moved further into corners/toward edges of map
-more tiberium in 4-player
-cliff edges fixed
PreviewAttachmentSize
deathvalley.zip48.1 KB
__________________

He who controls the past commands the future...
And he who commands the future conquers the past.

-Kane

Bittah Commander
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Joined: 21 Nov 2009
Nice, I see you even got the tunnels (bridges) right Smile
Optionally you could so something with the edges of the map so it'll look as if more land exists outside of the borders of the map, if you know what I mean.
Right now the edges of the map look rather empty and filling them up somehow might make the map just a bit more natural looking. It's not really essential, because the map is already quite good the way it is right now, but you could take it into consideration if you want.
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