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Savage XR Maps
Submitted by Overon on 18.05.2009
Description**Awaiting approval**

With this map, I'm going for more of a classic savage mapping feel, with well-balanced geography that is interesting both aesthetically and strategically.

I have rocky terrain with some swampy bottoms and woods and such, and most areas of the map square put to use yet divided through variation in height with a generally circular layout overall.

I spent some decent time on the minimap this time around, and I'm pretty proud of the realistic stone textures I googled up for the fills. =)
CategoryNormal Savage
Derived From(not derived)
Map Statusonline
Rotation Information[this map is not in the rotation]
Download LinksMap File
Overhead Image (right-click, "Save Target As ...")
Map Statistics
R. Mines6
G. Mines0

Rating: 4.6 stars (5 votes)[You have to log in to rate!]

Pages: [1] [2] [3]

30.04.2009, 04:37
Now with a swamp and the beginnings of a forest!

01.05.2009, 07:20
Haven't seen the map, only read the descript and looked at mini. Looks and sounds interesting. Can tell you care about what you are doing. That is a sure sign of success. keep it up!
04.05.2009, 03:57
I've got most of the important areas filled out with functional props, (ladders, rocks and trees to hide behind, etc.) and a fair deal of aesthetic work done. Now a bit more pretty-it-up time and I'll get to testing it. I'd love to hear your feedback if you get some time to d/l the map file and take a fly-through.
04.05.2009, 03:59
Mental note to self, minor NPC's nearer to bases.
05.05.2009, 04:45
New and improved!
07.05.2009, 05:07
"Finished" painting. Started testing worker travel, etc. Gonna start running all over the place checking for buggy terrain.
09.05.2009, 04:29
The map itself is basically done. If someone could run through and point out any glaring abnormalities that I missed it would be much appreciated. A second pair of eyes is always a good thing.

Minimap time.
10.05.2009, 18:53
Minimap is done. Map is basically done. Comments?
10.05.2009, 19:19
Finalized. I still want comments though. =)
11.05.2009, 12:15
The map layout is very nice, but there is too much open ground. I wouldn't like to play it since it's a pure tempest/coil-map. Add more ruin props or stones to hide. It's hard enough already to melee uphills, coil and flux will be very annoying. Moreover I would put some oschores or mudents next to the red stone mines. The monkits are not enough since there are no other resources in the wood. Or add at least 2 NPC pits so the team which doesn't has one isn't lost and doesn't have to destroy the opponents monkit garrison/sub first with low gold. This is too hard. Even crossroads has more than one monkit area, so the gold starved team has still a change for a comeback.

Pages: [1] [2] [3]

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