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Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Sun 02 Feb, 2014 7:05 pm
by Dark Riku
That's the big idea behind a space hulk... Isn't it? :p
Pathing is just as fine as on any other map.
Don't drive your tanks in the middle of your infantry blob? ^^

Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Sun 02 Feb, 2014 7:44 pm
by MaxPower
What Riku just said, I never really liked the look of the og JoC with its wide corridors and big halls and not being able to flank mid.

You won't be able to create a map that appeals to everyone, some people don't like Angel Gate, some hate all the Calderis variants and some can't stand JoC.

What I am trying to say is that this map might just not be the map for you.
And before you ask, I won't change the narrow side corridors.

That's why u should try and make a map yourself and release it to the masses and see how many people a have different opinions what makes a good map. At the end you have to follow your own ideas and make the map you like. Hence whenever I criticise a map it's mostly about visual aspects like object placement, textures or splats. Because at some point you just know what looks good or realistic.

Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Sat 22 Feb, 2014 11:09 am
by realmissyou
there is some problem with map.
just two map with snow have this problem.

Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Sat 22 Feb, 2014 2:24 pm
by MaxPower
realmissyou wrote:there is some problem with map.
just two map with snow have this problem.


which map exactly?

Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Sat 22 Feb, 2014 2:43 pm
by realmissyou
MaxPower wrote:
realmissyou wrote:there is some problem with map.
just two map with snow have this problem.


which map exactly?


(6p)Valhalla Oilfield
(6p)Boranis Refinery

Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Sat 22 Feb, 2014 4:23 pm
by Indrid
Not sure what causes this. Someone had it on Garvus a while back as well. Something going on with snow tiles.

Try reinstalling.

Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Sat 22 Feb, 2014 5:37 pm
by Bahamut
Max, in meridian city there's a place where you can easily exploit a turret. Here's the replay. The turret should definetly not be able to shoot through the stairs and into the corridor
http://www.gamereplays.org/dawnofwar2/r ... &id=293498

Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Sat 22 Feb, 2014 5:40 pm
by MaxPower
Bahamut wrote:Max, in meridian city there's a place where you can easily exploit a turret. Here's the replay. The turret should definetly not be able to shoot through the stairs and into the corridor
http://www.gamereplays.org/dawnofwar2/r ... &id=293498


could you just make a screenshot and maybe draw something on it, cause i dont feel like downloading a replay

Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Sun 02 Mar, 2014 3:58 am
by MaxPower
Hello there,

justed wanted to give you a small update on my current project, which is turning Kasyr Lutien in an actual playable map, which means that I had to reduce the playable area a bit.

I also changed the looks of it a bit, adding and removing stuff, using new textures, etc.

The shots are still wip though, they are missing the proper lighting and especially the shot showing the mid is still missing most of the objects and splats.

Anyways the pics and I hope you like the changes I've made.

Image
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Kind regards
Max Power

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Sun 02 Mar, 2014 8:00 am
by Raffa
Like this.

If you could reduce the playing area and give the map some touch ups as you see fit, this could become a staple 3v3 map.

Gl.

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Tue 04 Mar, 2014 1:01 am
by Broodwich
Ah excellent, it definitely needed to lose the bases across the river to reduce the size. Although I kinda liked the more untouched city look and let you destroy it personally, its not that big a deal and all the little fences and bushes made moving troops around them annoying

Hope for more soon!

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Tue 04 Mar, 2014 1:54 am
by Arbit
Those little fences and bushes are my primary reason I don't play this map. They screw with pathing pretty badly. Removing them would go a long way towards making the map more playable.

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Tue 04 Mar, 2014 4:03 pm
by MaxPower
Which bushes are you referring to?

@ Broodwich: You said that you prefere the untouched looks of the map, well the thing is, it is supposed to be a city that is or was under attack, hence the untouched look didn't make any sense.

That's why I've changed it, giving it a more natural or believable atmosphere/look.

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Sat 08 Mar, 2014 2:07 am
by Broodwich
Ah, after looking up wtf kasyr lutien was I agree. Still, the untouched city does sound like a fun map, without such tight spacing

Re: The maps of MaxP. - GET 6p Wrath of Baal 1.0 NOW!!

Posted: Wed 19 Mar, 2014 6:15 pm
by FinalPush
MaxPower wrote:
Bahamut wrote:Max, in meridian city there's a place where you can easily exploit a turret. Here's the replay. The turret should definetly not be able to shoot through the stairs and into the corridor
http://www.gamereplays.org/dawnofwar2/r ... &id=293498


could you just make a screenshot and maybe draw something on it, cause i dont feel like downloading a replay


In the replay I tried a turret placement to see if it worked, and to my surprise, it did. Shooting through stairs and walls. This is the no 1 spot to place a turret on this map and it breaks it.

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Thu 20 Mar, 2014 12:04 am
by MaxPower
Might change that once I have enough time. Not really high on my to do list right now.

Edit: Just checked the map in the World Builder

1. Question, if the turret is able to shoot up those stairs, why not get a lascannon and shoot back?

2. It's a not fixable, because how the shot blocking works. I could put on some "Shotblockers", but that would also mean that you won't be able to actually shoot down from the walls, which would feel unrealistic and unresponsive.

=> Can't solve the prob.

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Thu 20 Mar, 2014 6:20 pm
by Nuclear Arbitor
MaxPower wrote:1. Question, if the turret is able to shoot up those stairs, why not get a lascannon and shoot back?

turrets are only ever a significant problem in t1.

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Sat 22 Mar, 2014 1:23 pm
by FinalPush
MaxPower wrote:1. Question, if the turret is able to shoot up those stairs, why not get a lascannon and shoot back?

The concern at hand is not "how to counter a turret" and +1 at what Nuclear said.

MaxPower wrote:2. It's a not fixable, because how the shot blocking works. I could put on some "Shotblockers", but that would also mean that you won't be able to actually shoot down from the walls, which would feel unrealistic and unresponsive.

=> Can't solve the prob.[/i]


That sucks :(
Can you put some geometry there so a turret can't be placed? That would be enough imo.
Keep up the good work. Your maps are much appreciated :)

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Sat 22 Mar, 2014 2:42 pm
by MaxPower
FinalPush wrote:That sucks :(
Can you put some geometry there so a turret can't be placed? That would be enough imo.
Keep up the good work. Your maps are much appreciated :)


There is no such thing as a no build object or something afaik. Meaning it would be either filled with different objects, making pathing a bitch or I could make it inaccessible which would mean that you wont be able to walk near the stairs. :|

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Sun 23 Mar, 2014 4:41 pm
by Commissar Yarrick
I wonder if you could make map related to Armageddon, "Fall of Hades Hive", With vast desert and urban area in one. Making some ork corpses and wreckages + same with Imperial guard to give a sign of rescent figting.

Trivia: Hades Hive was actually utterly destroyed when Khazgul Mag'Uruk Thraka droped huge asteroid(s) on it. Luckily the city was mostly evacuated at that time leaving only few dozen hundred volunteered Steel Legionares slow down the ork mob while Yarrick and rest of the populance moved to another defendable position (Black Templars' Rally point).


Image


Image


Hades is mostly like its' big brother Helsreach but tad smaller but I think the map should help fill in the gaps.

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Sun 23 Mar, 2014 11:45 pm
by MaxPower
Could be possible, but first I wanted to finish the Kasyr Lutien redux version, afterwards I wanted to do a 2on2 map with the looks of Garrilos Forge and after that I could make your map @ Yarrick, which means that it would take me about 3 - 4/5 months before I would actually work on your Armageddon map.

Also things that need to be adressed, what kind of map, 1on1, 2on2, 3on3 a mirror map akin to Calderis or something more natural looking like, lets say, argent shelf? - Remember an asymmetric map takes longer to create.

Re: The maps of MaxP. - WIP of Kasyr Lutien 3on3 Redux

Posted: Mon 24 Mar, 2014 6:23 pm
by MaxPower
(6p)Kasyr Lutien Redux - Version 1.3
by Max Power

Image

-> Download link for 6P - Kasyr Lutien Redux - Version 1.3<-

Design

The original Kasyr Lutien was one of the best (imho) 3on3 maps of Dawn of War 1, hence someone (sadly I do not know who it was) made a conversion of that map for Dawn of War 2.

Even though it was a nice looking conversion, the map had some flaws concerning the map layout (mainly it was too big) and the visual quality was kinda meh if you ask me.

But I noticed the potential this map had hence I did a redux version of it, trying to remove the flaws of the original Kasyr Lutien.

Changelog/History

1.0

  • release of version 1.0 of Kasyr Lutien Redux - Version 1.0

1.1

  • the ruined area has been reworked/flattened => improved pathing
  • added some more objects
  • added some LOS/shot-blocker on the map
  • rearranged the req point layout
  • moved the bases further away from each other.0

1.2

  • rearranged the point layout again, making the map smaller - the natural power points and the contested req points are now closer to the mid

1.3
  • created 2 more stairs to the mid, making it easier for the mid player to support either the left or right player

Ze Pics

Starting positions
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Contested VPs
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Natural gen farms
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Contestd gen farms
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Natural req points
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Just a quick comparison of the old and new mid vp
Image

Kind Regards

MaxPower

Re: The maps of MaxP. - GET KASYR LUTIEN 3on3 REDUX NOW!

Posted: Mon 24 Mar, 2014 8:27 pm
by MaxPower
Uh and a little thingy I just did for the lulz:

I call it "The demise of the Baneblade"

Image
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Yes it is a diorama and it took me about 1 hour 20 minutes to make and yes I just did it because I can and because I like dioramas. :P

Re: The maps of MaxP. - GET KASYR LUTIEN 3on3 REDUX NOW!

Posted: Mon 24 Mar, 2014 10:53 pm
by Orkfaeller
Ahw man, thats awesome.

Sadly, I cant imagine a single way to actually utilize it in the game :l

Re: The maps of MaxP. - GET KASYR LUTIEN 3on3 REDUX NOW!

Posted: Mon 24 Mar, 2014 11:07 pm
by Ar-Aamon
Now all we need is a 3D-printer

Sent from my RM-821_eu_euro2_224 using Tapatalk

Re: The maps of MaxP. - GET KASYR LUTIEN 3on3 REDUX NOW!

Posted: Mon 24 Mar, 2014 11:21 pm
by sterling
Background scene for the main menu perhaps?

If it's possible... I've no idea how you create/set those.

Re: The maps of MaxP. - GET KASYR LUTIEN 3on3 REDUX NOW!

Posted: Tue 25 Mar, 2014 9:14 am
by Dark Riku
Can't you use it anywhere in a future map?

Re: The maps of MaxP. - GET KASYR LUTIEN 3on3 REDUX NOW!

Posted: Tue 25 Mar, 2014 11:37 am
by Stoned_elf
oooo pretty baneblade diorama. You just need to add some IG and perhaps ork models fighting, replicate it in 3D/RL and submit it at the next GW games day :)

Re: The maps of MaxP. - GET KASYR LUTIEN 3on3 REDUX NOW!

Posted: Tue 25 Mar, 2014 12:35 pm
by MaxPower
Dark Riku wrote:Can't you use it anywhere in a future map?


Nope, because the map itself is rather small, but yeah I could do a map that looks like this diorama, might take some time to create though.

@Stoned:

I'd like to do that but I don't know how to add Units to the maps, maybe I should finally read how to create ingame cutscenes and yes I got a tut for that lying around here somewhere.

Re: The maps of MaxP. - GET KASYR LUTIEN 3on3 REDUX NOW!

Posted: Tue 25 Mar, 2014 1:01 pm
by Lulgrim
sterling wrote:Background scene for the main menu perhaps?

If it's possible... I've no idea how you create/set those.

They are just models basically.