Forged Alliance Forever Forged Alliance Forever Forums 2015-02-09T02:49:09+02:00 /feed.php?f=53&t=8774 2015-02-09T02:49:09+02:00 2015-02-09T02:49:09+02:00 /viewtopic.php?t=8774&p=93346#p93346 <![CDATA[Re: SalemBay Beta]]>

Changelog

Major issues
Fixed spawn so odd/even works.

Balancechanges
Removed 2 mexes from airplayer

visual improvement
Added more textures and a few decals.
Changed lightinig and water colors

pls post feedback and/or flaming at the forumpost
viewtopic.php?f=53&t=8774&start=10

play hard! die hard!

Statistics: Posted by Molotow — 09 Feb 2015, 02:49


]]>
2015-01-18T14:30:30+02:00 2015-01-18T14:30:30+02:00 /viewtopic.php?t=8774&p=91530#p91530 <![CDATA[Re: SalemBay Beta]]>
Map also needs way more normal decals. Looks kinda dull atm. Though your strata work kinda makes up for it. It's pretty good.

The lighting I find abhorrent though. Those pink reflections on the water... yuck. But I guess that is a matter of taste.


If you have some strata left I would generate a cloud pattern in PS or wherever and put some dirt and grass strata with different cloud patterns over the grass areas to break em up a little. A little noise makes for a more authentic look.

Something like this:

randomCloudStratum.png

Statistics: Posted by Lionhardt — 18 Jan 2015, 14:30


]]>
2015-01-17T21:01:57+02:00 2015-01-17T21:01:57+02:00 /viewtopic.php?t=8774&p=91483#p91483 <![CDATA[Re: SalemBay Beta]]>
Changelog version 1.2
Major changes
- Fixed heightmaps in the navalspawn so navyplayers can build shit now.
- Made sideislands a bit bigger so transports can land
- Fixed small heightmapissue in the back where airplayer could walk engies onto plataou.
- Moved two mexes from back spawn to navyplayer below/above respective backplayers.
- Changed midreclaim to 1xSalem, 6xMongoose, 1xT2 mobileshield (uef), 3xWagners. Removed civilian pgns and trucks.
- Removed some treereclaim from backspawn.

Minor issues
- Fixed some floating trees/rocks
- Fixed asymetrical textures


Play hard, Die young!

Statistics: Posted by Molotow — 17 Jan 2015, 21:01


]]>
2015-01-14T03:58:43+02:00 2015-01-14T03:58:43+02:00 /viewtopic.php?t=8774&p=91096#p91096 <![CDATA[Re: SalemBay Beta]]> 1) Making the islands a bit bigger so transports can drop without issues.
2) Fixing the higtmaps in the back so engies can't stroll off the plateau.
3) Flattening the area around the sideplayerbases so that players can build without to many issues and terraforming.

beyond that I'm thinking of reducing the amount of mass in the middle so something not to silly. Any recs on the amount of mass that should be left there? I'm thinking in the 2-3k region but might cut it even further in the future.

Thanks for all the feedback guys! Makes it more fun to make maps when I get feedback :ugeek:

Statistics: Posted by Molotow — 14 Jan 2015, 03:58


]]>
2015-01-14T01:13:10+02:00 2015-01-14T01:13:10+02:00 /viewtopic.php?t=8774&p=91083#p91083 <![CDATA[Re: SalemBay Beta]]>
and about mount of reclaim on middle. Its hard to say..actualy its about 4,5K mass in middle, what is divorced to 2 "separate" middle groupe, where would be enought send one acu from each team and can in safe take all reclaim for team. And will bring some potencial agresive gamepaly from start. But it will probably end as wonder whith are played whiteout omni, more as with.

with less middle reclaim it would be probably better. And air player have probably too many Mexes, its simmilar map as wonder, but here is easier make strong air. What would be too dominant, and rape all other gameplay

Statistics: Posted by Ithilis_Quo — 14 Jan 2015, 01:13


]]>
2015-01-13T23:08:19+02:00 2015-01-13T23:08:19+02:00 /viewtopic.php?t=8774&p=91054#p91054 <![CDATA[Re: SalemBay Beta]]> Statistics: Posted by Vee — 13 Jan 2015, 23:08


]]>
2015-01-13T22:46:15+02:00 2015-01-13T22:46:15+02:00 /viewtopic.php?t=8774&p=91051#p91051 <![CDATA[Re: SalemBay Beta]]>

I agree with aulex about the reclaim, I'd remove some of the wrecks. Otherwise the entire game is about who gets that mass, and on such a new map it will take a while for the perfect meta for getting that mass to develop. If you want your map to be successful you want to make the first couple of games that people play on it already fun and not too one sided. This applies to almost any map, I haven't seen a map that's made more fun by huge mass in the middle between players.

Statistics: Posted by Vee — 13 Jan 2015, 22:46


]]>
2015-01-13T22:09:27+02:00 2015-01-13T22:09:27+02:00 /viewtopic.php?t=8774&p=91046#p91046 <![CDATA[Re: SalemBay Beta]]>
only think what i was loking that can be from my perspective change is place on edge with mexes, it is green but its still mountain and its not posible to build on that place, because that place is not flat enought. Cant make it more flat, as a ideal place for nuke with shield on edge of map?

i mean this one->
Spoiler: show
salem bay.png

Statistics: Posted by Ithilis_Quo — 13 Jan 2015, 22:09


]]>
2015-01-12T11:15:16+02:00 2015-01-12T11:15:16+02:00 /viewtopic.php?t=8774&p=90912#p90912 <![CDATA[Re: SalemBay Beta]]> Statistics: Posted by Molotow — 12 Jan 2015, 11:15


]]>
2015-01-11T03:32:46+02:00 2015-01-11T03:32:46+02:00 /viewtopic.php?t=8774&p=90829#p90829 <![CDATA[Re: SalemBay Beta]]> Statistics: Posted by Aulex — 11 Jan 2015, 03:32


]]>
2015-01-11T03:16:33+02:00 2015-01-11T03:16:33+02:00 /viewtopic.php?t=8774&p=90828#p90828 <![CDATA[Re: SalemBay Beta]]> Statistics: Posted by Molotow — 11 Jan 2015, 03:16


]]>
2014-10-27T13:26:21+02:00 2014-10-27T13:26:21+02:00 /viewtopic.php?t=8774&p=84399#p84399 <![CDATA[Re: SalemBay Beta]]>
But all in all pretty solid for your first map.

Statistics: Posted by Lionhardt — 27 Oct 2014, 13:26


]]>
2014-10-27T12:37:30+02:00 2014-10-27T12:37:30+02:00 /viewtopic.php?t=8774&p=84395#p84395 <![CDATA[SalemBay Beta]]> This is an early betaversion. Still allot of visuall work to do, but I feel it's ready for testplays. Any feedback will be appreciated.
It's in the mapvault under salembay.

Statistics: Posted by Molotow — 27 Oct 2014, 12:37


]]>