[8 Players][ShW/VZH] Relentless Desert
Lord Atlantis
30 Dec 2006
This is a map that I made after finishing "Night Shift".
The map is a full desert region. In the center are four destroyed towns, and in the very center of the map are tech goodies and unmanned demo gen MBT's. Originally there were militia tanks, but after learning that The_Hunter based the demo gen MBT off of the militia tank, I replaced the crappy militia tanks with the good demo gen MBT's.
Map pics:






Here is the mini-map:

Update: 1/6
Destroyed Village

Goodies in the Center

Base Construction Area Overview

Desert Eyecandy

Update: 1/13
New Center

Update: 1/15
*Removed old Download link*
Update: 1/16
*Removed old download link*
Update: 1/17
*Removed old download link*
Update: 2/4
[attachment=2905:attachment]
Update List:
-Added vegitation->plants and texture to go with them
-added a more valuable center: two tech derricks and one radio station
-changed AI waypoint format: instead of CombatZone to base, Base to base
-Fixed intro script
-added sound fx
-changed the demo MBT to be heavily damaged
-removed the see-all script (it was for photos)
-removed stone walls around the four market places->reduce lag
-removed chain-link fences around the oil derricks and radio station->reduce lag
Enjoy!
-lord_atlantis
Edited by Revantheemperor, 09 April 2007 - 11:41.
The map is a full desert region. In the center are four destroyed towns, and in the very center of the map are tech goodies and unmanned demo gen MBT's. Originally there were militia tanks, but after learning that The_Hunter based the demo gen MBT off of the militia tank, I replaced the crappy militia tanks with the good demo gen MBT's.
Map pics:






Here is the mini-map:

Update: 1/6
Destroyed Village

Goodies in the Center

Base Construction Area Overview

Desert Eyecandy

Update: 1/13
New Center

Update: 1/15
*Removed old Download link*
Update: 1/16
*Removed old download link*
Update: 1/17
*Removed old download link*
Update: 2/4
[attachment=2905:attachment]
Update List:
-Added vegitation->plants and texture to go with them
-added a more valuable center: two tech derricks and one radio station
-changed AI waypoint format: instead of CombatZone to base, Base to base
-Fixed intro script
-added sound fx
-changed the demo MBT to be heavily damaged
-removed the see-all script (it was for photos)
-removed stone walls around the four market places->reduce lag
-removed chain-link fences around the oil derricks and radio station->reduce lag
Enjoy!
-lord_atlantis
Edited by Revantheemperor, 09 April 2007 - 11:41.
Moosy Crisp
30 Dec 2006
Wow. That's truly awesome work dude.
That city kinda reminds me of our downtown XD
Edited by Moosy Crisp, 31 December 2006 - 03:21.
That city kinda reminds me of our downtown XD
Edited by Moosy Crisp, 31 December 2006 - 03:21.
Sic
30 Dec 2006
Yeah, really awesome map you've got running here, you are like one of the guild's best mappers.
Sgt. Nuker
03 Jan 2007
Another wide open space for me to romp through
. A job well-done indeed.
My best,
Nuker

My best,
Nuker
Lord Atlantis
03 Jan 2007
I plan on changing some of the map to be ZH friendly so this map can be a condidate for a mappack.
-lord_atlantis
-lord_atlantis
Lord Atlantis
06 Jan 2007
I am about 70% finished with the vegitation. I will post an update with the screens.
-lord_atlantis
-lord_atlantis
Lord Atlantis
07 Jan 2007
Update:
-added new screens
I can assure you Sic, the AI will have no problems on this map.
-lord_atlantis
-added new screens
I can assure you Sic, the AI will have no problems on this map.
-lord_atlantis
Sic
07 Jan 2007
Wow , this map's gonna be the hammer to play on. Really nice screens and Eyecandy! What's the size of the map?
Lord Atlantis
07 Jan 2007
Relentless Desert is... 500x500. Easily the largest map I have made.
-lord_atlantis
-lord_atlantis
Lord Atlantis
07 Jan 2007
And it is totally frickin' huge awesomeness. Next are sound fx then tester and special person pre-release beta's to wrinkle out bugs.
-lord_atlantis
-lord_atlantis
Lord Atlantis
13 Jan 2007
I have sent the testers and special person a PM with the pre-release beta map download.
-Lord_Atlantis
-Lord_Atlantis
E.V.E.
13 Jan 2007
Looks like alot of Work you did there, looks awesome.
Cant wait to play it.
- E.V.E.
Cant wait to play it.

- E.V.E.
Lord Atlantis
14 Jan 2007
Here is Major Nuker's report in the map.As per his requests I have fixed the center so it is more valuable.
Update:
-added new screen->New Center
I still have to wait for more test reports to come in.
Enjoy!
-Lord_Atlantis
Edited by Lord_Atlantis, 14 January 2007 - 00:24.
Quote
Here's that report I promised you:
First off, the layout of the map is superb. No one person has a distinct advantage. The only way for a person to gain an advantage is if they are smart enough to capture the tech structures strewn across the desert. The detail level is high, textures are correct and in their place. I like how there are no civilian structures in green health and there are smoldering piles dotted along the landscape.
However, while playing I noticed a few things that I feel could be improved.
First off is the area circled in red in the pic:

If you can't read the text, it basically says that units still bunch up in that area. I believe it to be a pathfinding issue. My tanks were entering that area from the left at an angle to a place on the upper right. Near their exit of the area, three of my tanks stopped turned around a few times, and would have contiued in this fashion, had I not instructed them immediately to their right and they made it through without any further hitches.
Another thing I noticed, and perhaps you can notice from my picture is the fact that you seemed to have forgotten the Fog of War. Unless this was intentional, I think it's something that should be fixed before a final release.
The center of the map is dominated by a Refinery encircled with pillboxes and tech artillery platforms. The layout of these structures is not the problem, in fact it looks very well put together. The issue I have is that while there are tech defense structures encircling an area, why not make what's in the center of those defenses a little more worth while? Maybe a derrick on either side of the refinery might make the player think a little more before rushing towards the center with nothing more than a transport full of regular infantry.
=================================
I do hope you found this report useful as you continue your progress on the map.
In faithful service,
Major Nuker
First off, the layout of the map is superb. No one person has a distinct advantage. The only way for a person to gain an advantage is if they are smart enough to capture the tech structures strewn across the desert. The detail level is high, textures are correct and in their place. I like how there are no civilian structures in green health and there are smoldering piles dotted along the landscape.
However, while playing I noticed a few things that I feel could be improved.
First off is the area circled in red in the pic:

If you can't read the text, it basically says that units still bunch up in that area. I believe it to be a pathfinding issue. My tanks were entering that area from the left at an angle to a place on the upper right. Near their exit of the area, three of my tanks stopped turned around a few times, and would have contiued in this fashion, had I not instructed them immediately to their right and they made it through without any further hitches.
Another thing I noticed, and perhaps you can notice from my picture is the fact that you seemed to have forgotten the Fog of War. Unless this was intentional, I think it's something that should be fixed before a final release.
The center of the map is dominated by a Refinery encircled with pillboxes and tech artillery platforms. The layout of these structures is not the problem, in fact it looks very well put together. The issue I have is that while there are tech defense structures encircling an area, why not make what's in the center of those defenses a little more worth while? Maybe a derrick on either side of the refinery might make the player think a little more before rushing towards the center with nothing more than a transport full of regular infantry.
=================================
I do hope you found this report useful as you continue your progress on the map.
In faithful service,
Major Nuker
Update:
-added new screen->New Center
I still have to wait for more test reports to come in.
Enjoy!
-Lord_Atlantis
Edited by Lord_Atlantis, 14 January 2007 - 00:24.