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Submitted by Misch on 04.01.2014
DescriptionYay for lava texture being actually used! Kay map contains:
- mossy look
- healing caves
- a volcano with a spawn flag (yes lava is going to kill you if you jump in)
- waterfalls do not do anything this time (worth mentioning :P)
- otherwise hopefully playable terrain with alot of diversities and even platforms in middle
- siege can not really camp/exploit at any of higher places
- siege can no spawn at flag to prevent camping

- I hate the 3rd texture bug
- I love bushes being used as trees
- Moss is not dead!
- python>all

- finally found out how to actually play sounds using python (!exec>!playsoundradius.. well w/e it works)
- added 50sec epic soundtrack for each aura and I'm damn proud of myself for doing that
- yeah the map offs your music volume..

- workers can now go everywhere (except the hills ofc)
- fixed aura shader size, spinning and sound timing
- removed the desert building building (lolz)
- fixed occludder(s)
- added more epic TOD (thank you SB)
- smoothened out the terrain a bit

- restricted auras for non-siege units only

- fixed badly placed emmiter
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: 3 stars (2 votes)[You have to log in to rate!]
11.09.2013, 14:17
Heya! Really awesome map, I must say, I love the volcano and the way you've put together props to make new structures.

Here's some issues:
There's a desert house prop that isn't supposed to be there to the north RS mine.

It's up to you, but I would argue that the "Fog Far" isn't close enough. As it is now, it pretty much is always larger than your view distance, so it's practially as if there was no far fog. I mixed around with it and IMO it looks better if you can see a hint of fog, which you can if you put the slider somewhere around the "r" on the bar. It's completely up to you of course.

Sensors don't die in the lava, while they can be killed with tempest and such, it might be a good idea to add a trigger to kill sensors as well.

11.09.2013, 14:18
The light aura decal flickers a lot, not sure what's causing this, but maybe it's fixable. Also, what do the auras do? Maybe they should be cut short so that they end when the music ends? Currently they seem to be about 10 seconds too much. The dark aura also flickers a lot, it's just an aestethic choice but it's a bit distracting. Also the aura decals seem a bit oversized?

There is an occluder that is sticking out where they it interfer with gameplay (east waterfall).

Workers can bug out and get stuck if they are sent across middle, not sure how to fix this. If the commander pays attention, he can avoid this. Workers can't pass across the eastern waterfall, this can probably be fixed by rearranging the props a bit.

Also, which is up to you of course, but have you considered making the terrain around middle a bit flatter? Some parts seem very rough on beasts.
11.09.2013, 20:26
Everything fixed :) Thanks for the checkup and advice.
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