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sveno
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Posted: 06 Apr, 2007
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Joined: 22 Mar, 2007 Posts: 246
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===============
BATTLE ISLES R1
===============
Battle huge wars over different arenas, use advanced tactics
and follow your strategy to win the map. Four fortified bases
with easy access in reach of a huge island.
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Download
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 GPG Client Map Vault (please use this if possible)
http://www.sveno.net/SCMP_sveno01.v0001.zip (for Vault challenged'd)
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About the map:
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Author: sveno ( sveno@sveno.net)
Version: 1.2
Updated: 31.05.2007
Filename: ../maps/SCMP_sveno01/
Size: 40 x 40 km
Players: 1, 2, 4, 8
Teams: 2, 4
Playtypes supported: Multiplayer, Skirmish
Type: Land / Water / Islands
Performance: Good, relatively low prop & decals - count
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Installation:
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Download Map over GPG Client Map Vault.
Note: All players have to install the map in order to play together.
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Changelog:
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31.05.2007 - 1.2 - Release in GPG Map Vault
25.05.2007 - 1.1 - Update for Skirmish and No Rush
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Tools involved:
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- Hazard's Scenario Editor 0.42beta (Setup, Markers, Props)
- Photoshop CS2 (Heigth- / Texturemap)
- Directory Opus 8 (Filehandling)
With expanded "no rush" area
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Thanks to:
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GPG-Team for Supreme Commander!
Hazard X for his Scenario Editor!
and further more (in order of appearance):
BlitzSieg,
lostmachine,
=Sgt Scum=,
yacoub,
Spooky,
isik,
RailRider,
Rafather1,
Lael,
Dark,
Jotto,
Optimus Prime,
Aralez,
archman,
psob2
...for their comments & ideas on the GPG mapping-forum and
alpha / beta testing the map before it was published.
Last edited by sveno on 19 Jun, 2007, edited 13 times in total.
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yacoub
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Posted: 06 Apr, 2007
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Joined: 16 Mar, 2007 Posts: 1284
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sweet! glad to see this hit official release 
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Dark
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Posted: 07 Apr, 2007
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Joined: 16 Feb, 2007 Posts: 555 Location: Holland
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Spooky
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Posted: 07 Apr, 2007
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Joined: 15 Feb, 2007 Posts: 9774 Location: Austria
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Hm, that's odd. It says now "NO PREVIEW", "NO MAP SIZE INFORMATION" and "NO START POINTS DEFINED" when I select it in skirmish, and I can't start to play it. What happened there?
//never mind, I downloaded it again from supcomsource and now it works 
_________________ TF2 • Demigod • FA
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Aralez
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Posted: 07 Apr, 2007
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Joined: 20 Feb, 2007 Posts: 877
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Awesome and beautiful map. And it runs surprisingly well on my small PC, too! Looking forward to see more maps from you, sveno. 
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RailRider
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Posted: 07 Apr, 2007
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Joined: 22 Feb, 2007 Posts: 128
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Nice job sveno.
Sorry i could not get back to you more regarding the ai jurying testing, Spent the last week involved in a funeral.
Cheers on the release.....
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sveno
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Posted: 07 Apr, 2007
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Joined: 22 Mar, 2007 Posts: 246
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i did alot of lastminute-stuff (resorting heightmaps again), i'm glad they all turned out well
@ yacoub
i pressed the realease on beginning of eastern (could have worked on the texture-map like forever, but at some point...). hope you like the map.
@ Dark
sorry, don't play multiplayer other then lan or skirmish (for the time being, as i like HUGE games and couldn't finish a single on of them in multiplayer due to supcom crashes  )
@ Spooky
almost got nervous reading your post there
nice you got it right the second time
@ Aralez
yes, cutting out decals and a great deal of the props to smothen the play.
next map will be something around 20x20 or 30x15... i see smaller bases in dirt in my mind, lets see what comes
wanna do something witch an AI can become scary on - maybe you have some insights?
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Zoolis
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Posted: 07 Apr, 2007
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Joined: 16 Feb, 2007 Posts: 13 Location: Sweden
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Awesome map, more of those please
Thanks
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sveno
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Posted: 07 Apr, 2007
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Joined: 22 Mar, 2007 Posts: 246
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@ RailRider
my sympathies and thanks, i hope you enjoy the play!
@ Zoolis
thank you, within a few days there should be a new [in work]-thread 
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Lael
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Posted: 07 Apr, 2007
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Joined: 23 Feb, 2007 Posts: 93
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I shall be forcing this map upon DI tonight for extensive testing +_+
will let you know how she flies.
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sveno
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Posted: 07 Apr, 2007
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Joined: 22 Mar, 2007 Posts: 246
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@ Lael
hehe, thank you  had no chance to test this against the LAN-group i usually battle, as they are working on getting bored with C&C3 - shouldn't take too long tho 
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suntiger
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Posted: 07 Apr, 2007
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Joined: 23 Mar, 2007 Posts: 82
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Excellent map. Played it against the Jaws2002 AI, which (after nearly 6 hours) was able to annihilate me by guessing where my buildings were (he couldn't get scouts through) and hitting them with 5 nukes at a time, then 12 nukes at a time, until I was dead... I'll definitely be playing this map often 
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sveno
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Posted: 07 Apr, 2007
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Joined: 22 Mar, 2007 Posts: 246
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dang, got pretty everything right with this map, but not the friggin name!
it is "Battle Isles R1" not "Battle s Isles R1"
it stricked to me whilst saving R2....
 expect an update to version 1.1 after R2 is done... texture and name update....

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=Sgt Scum=
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Posted: 09 Apr, 2007
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Joined: 10 Mar, 2007 Posts: 723
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Whoa..  Come back after playing Eve for a bit and find the map all pimped out!
Had a couple of my Eve buddies come over with thier rigs after I convinced them to buy SupCom and had a nice little 3 player 1 AI FFA with this map.. It was a blast..
Keep up the good work! 
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SexE
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Posted: 15 Apr, 2007
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Joined: 22 Feb, 2007 Posts: 489
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hi, the sveno download does not show preveiew or start positions etc
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sveno
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Posted: 15 Apr, 2007
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Joined: 22 Mar, 2007 Posts: 246
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SexE wrote: hi, the sveno download does not show preveiew or start positions etc
try to download it again, seems like your download is corrupted...
_________________ Maps: Battle Isles R1 (Version 1) & R2 (Version 2)
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LeVirus Watts
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Posted: 15 Apr, 2007
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Joined: 08 Apr, 2007 Posts: 526 Location: Colorado, US
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SexE wrote: hi, the sveno download does not show preveiew or start positions etc
Sounds like the map is in two sub-folders in the maps folder, something like this:
../maps/scmp_sveno01_oszygp9p3j5k/SCMP_sveno01
instead of this:
../maps/SCMP_sveno01
I renamed a bunch of the maps in my map directory to show their in game names on their folders. I lost use of those maps until I renamed them back to normal.
_________________
Mapping: 1, 2
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sveno
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Posted: 17 Apr, 2007
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Joined: 22 Mar, 2007 Posts: 246
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have asked over at RTSC to delete my maps, because their naming convention is bugging SupCom-maps big time (install differs from description, due to dual zips)
... and furthermore i cannot update my records over there.
_________________ Maps: Battle Isles R1 (Version 1) & R2 (Version 2)
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Asehujiko
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Posted: 25 May, 2007
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Joined: 19 May, 2007 Posts: 255
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Doesn't work. I put it in the correct folder but it doesn't show up ingame at all.
_________________
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Spooky
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Posted: 25 May, 2007
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Joined: 15 Feb, 2007 Posts: 9774 Location: Austria
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Asehujiko wrote: Doesn't work. I put it in the correct folder but it doesn't show up ingame at all.
Sveno didn't update his maps for the new patch yet.
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sveno
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Posted: 25 May, 2007
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Joined: 22 Mar, 2007 Posts: 246
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update is inbound, check again after the weekend, wanted only to do one update for both skirmish and norush (and visual tweaks).
if you have suggestions for change, fire away 
_________________ Maps: Battle Isles R1 (Version 1) & R2 (Version 2)
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lostmachine
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Posted: 25 May, 2007
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Joined: 27 Mar, 2007 Posts: 24
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I've been pitting myself against a team of three supreme AIs on this map with these mods in effect:
Siege Shields (just about skilled enough to not need them anymore)
Construction Assist Towers
Enhanced Experimentals (Fatboy, Czar, Monkeylord, Colossus)
The beefed up Czar in the hands of an AI is very tough to kill without it running into a bank of SAMS, so this map is very much a leaner towards the "Turtler" when using those mods.
I just love this map.
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sveno
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Posted: 25 May, 2007
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Joined: 22 Mar, 2007 Posts: 246
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Updated, is R1 now patchprooooof
F I N A L L Y - C O R R E C T E D - T H E - N A M E
@ lostmachine
cool, those nanotowers from ol' TAUIP?
_________________ Maps: Battle Isles R1 (Version 1) & R2 (Version 2)
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Aralez
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Posted: 25 May, 2007
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Joined: 20 Feb, 2007 Posts: 877
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*happy big time, downloads* 
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lostmachine
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Posted: 27 May, 2007
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Joined: 27 Mar, 2007 Posts: 24
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sveno wrote: @ lostmachine cool, those nanotowers from ol' TAUIP?
You haven't tried them yet? They're pretty cool, though they don't move like the ones from TAUIP, which I used to move from place to place with Atlas transports but they are still very useful. If you're not careful, you can cause yourself some serious nano-lag trying to churn out early experimentals. Balance ... be willing to turn them off sometimes. I know, it's tough.
I know this isn't the mod thread, but here:
siege shields:
http://forums.gaspowered.com/viewtopic.php?t=5266
buffed experimentals:
http://supremecommander.filefront.com/f ... 5#Download
construction assist towers:
http://www.rtscommunity.com/rts/index.p ... item_id=56
Please don't flame me for this, people! It's all about the love! Sweet maps, Sveno, keep it up brotha!
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