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[YR] Atom Heart (2-8)
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jun 07, 2013 12:25 am    Post subject:  [YR] Atom Heart (2-8) Reply with quote  Mark this post and the followings unread

Here's a new symmetrical map I just made, would've been a better entry for CCC3 but hey-ho. Below is the preview, note the crates on the cliffs are actually invisible ingame and used to prevent base construction in those places.

(click for full preview: 3MB)


If you notice any issues tell me here!



ob_atomh8p.zip
 Description:

Download
 Filename:  ob_atomh8p.zip
 Filesize:  229.88 KB
 Downloaded:  472 Time(s)


Last edited by OmegaBolt on Thu Oct 03, 2013 12:02 pm; edited 3 times in total

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Fri Jun 07, 2013 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks Nice OmegaBolt, I'll give the map a shot.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Jun 07, 2013 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt maps are always sweeetness. I can't wait to play on it. Smile

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Fri Jun 07, 2013 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
OmegaBolt maps are always sweeetness. I can't wait to play on it. Smile

I've always loved his maps. Very Happy

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Fri Jun 07, 2013 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Too many tech structures, otherwise a nice map.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Jun 07, 2013 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
Too many tech structures


Totally disagreeing with you there, it gives you something to fight over.
Did you notice this is an 8 player map, not 2 player?

Nice map, Bolt!
(What's with the palets?)

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Jun 07, 2013 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I don't quite understand the significance of the palettes. Is it to prevent structures being built there?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jun 07, 2013 3:08 pm    Post subject: Re: Atom Heart (2-8) [YR] Reply with quote  Mark this post and the followings unread

I'm sure RP was trolling but Aro? You just didn't read. #Tongue

OmegaBolt wrote:
note those 'palet's on the cliffs are actually invisible ingame and used to prevent base construction


And yes there are a lot of Tech buildings. I didn't want to go crazy and yet, as RP said, wanted something to fight over, especially in the middle. I think especially in teams of 2 they're all necessary things to capture and hold and in 4v4 there's enough for each team member.

Last edited by OmegaBolt on Fri Jun 07, 2013 3:12 pm; edited 1 time in total

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Fri Jun 07, 2013 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Details 10/10: I love how symmetrically this map is. Not so many symmetric maps out there nowadays. I can see why you called this map Atom Heart.

Layout: 10/10: The layout is very nice, especially this is symmetric map. I like how you make the starting position little more unique with cirle with triangle edges. Smart usage of tech structures placements and resource fields. I have to say this is probably the most balanced layout I've seen.

Lighting: 9/10: Not much to say for the lighting. But hey, it fits nicely into the map.

Gameplay: 10/10: I just dueled with other 7 Brutal AIs and owned them. Like as I said before in the Layout part, the resource fields are balanced and distributed evenly between each player base. I even take tech structures as well too. To be honset, this might make a great player vs player map as well too.

Triggers/Effects 5/10: Only 1 trigger was performed, sound. It kind of makes the game little dull if there is no other triggers to make it more interesting. But you did good job.

Overall 44/50: Nice job! Someone please spotlight this map! Or I will come and hunt after them and make them do it!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Jun 07, 2013 3:10 pm    Post subject: Re: Atom Heart (2-8) [YR] Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
I'm sure RP was trolling but Aro? You just didn't read. #Tongue

OmegaBolt wrote:
note those 'palet's on the cliffs are actually invisible ingame and used to prevent base construction


It's official. I have lost the plot.



Nice map by the way, you should have indeed submitted it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 07, 2013 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are there no transition pieces? Those clearly visible tiles around the Ore fields look horrible imo.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jun 07, 2013 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool, thanks for the review Zero! Regarding map lighting, it should all get a bit more interesting when the Tech buildings are captured as they emit light (though subtly). An issue I've noticed is the top left middle player's base isn't aligned with the guy below him. Will probably post a fixed version if there aren't any more issues/comments.

Zero18 wrote:
Triggers/Effects 5/10: Only 1 trigger was performed, sound. It kind of makes the game little dull if there is no other triggers to make it more interesting. But you did good job.
Not sure what else would be needed. Suppose I could've made the 'city' in the middle more alive but the map felt quite 'heavy' ingame anyway so didn't want to reduce performance with more stuff. Maybe I could add some annoying police cars driving around. #Tongue

LKO wrote:
Are there no transition pieces? Those clearly visible tiles around the Ore fields look horrible imo.
No there arent, sadly. Only straight diagonal 'transitions', like with the grass.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Jun 07, 2013 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't like the repetition of the buildings in the middle, but apart from that I like this map.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Oct 03, 2013 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Uploaded the download with the last version I did. Don't remember the exact fixes but it moved the start positions so they weren't so out of sync.

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