I have been away from the DOW2 Elite community for sometime. My apologies. I have been busy with RL stuff (graduation, woot), got hella sick at the start of the year, and I've even been playing some COH2 here and there instead of DOW2. I am remedying my ways though! Castle is coming back!
My returning gift is this map:
https://docs.google.com/file/d/0Bzf_PpE44bLtUks4emFXbWZfeE0/edit?usp=sharing
I have tested the map extensively and thoroughly on my own and with others. I have made vast improvements since it's v1.1 beta release last week (a release I sent to Caeltos and Indrid... sorry guys, it was not that ready
Since last week everything from balance issues and player perception of terrain, to technical bugs (bridges were totally f'd, fixed now) and vehicle "pathing" considerations have been adjusted and fixed.
The current name is 'Sandstorm at Calderis Canyon'. I am open to ideas on the name, but it is a canyon theme, and there is a sandstorm (it looks proper Sandstorm-y, not like some of the 'sand rain' on the other maps; I worked over the atmosphere settings for sometime
The brief synopsis for the back story I have thus far, is that a hive fleet managed to get plenty of nids on the planet surface in some obfuscated way...perhaps slowly growing over a long period from only a few spore that were never noticed or discovered. Thus, the Tyranid hive used the difficult and isolated canyon terrain as cover to buy time and "dig in" as it were. A small crossroads and trading community was the first to suffer and is now so much rubble, except for a few structures. Imperial Forces descended upon the Tyranid invasion as it began to surface and terraform massively, thus burning the area out with large arsenal and nuking the area from orbit...all seems appropriate but again I am open to ideas.
Additionally, Orks caught wind of the bug hunt and have used the distraction as an open window to drop some boyz planet-side to see the show. And the Eldar seem to have gated-in at some point, but who knows why... the only evidence of the race is a few burned out Prism cannon and the husk of a Wraithlord, all likely caught in the crossfire unable to gate-out soon enough....
[end back story part of dis post]
This project has taken hundreds of hours to complete over the course of what is now about eight months of personal time. I am confident I now know a great deal about using the DOW2 World Builder, even down to the assets that are destructible but should not be, or are bugged; what causes issues with bridges, why units spawn at turrets on map load and so on, and so on. At least 100 hours has been spent testing and investigating. There just isn't much info out there on how to do this...but I found all that is out there and compiled it all
In making this map I have put in some form of every feature possible for a DOW2 map to have, with the exception of using splines. Thus, all the terrain you see in Sandstorm is hand-crafted, sometimes a pixel at a time...(I messed with splines, but besides bending Splats in fun ways, splines cause all manner of issue for terrain, with units or models firing oddly around or through them, and models not walking on them correctly). I have gone through with this very difficult thesis for map design as a personal challenge and as part of a career pursuit. Nonetheless, feedback is welcome.
I feel the map has a place for all skill levels. It is a micro-intensive map, but still plays out well for lots of straight forward combat. The result is a different, slightly more tactical--but still tight and competitively balanced--1v1 multiplayer map. There is plenty of cover, but it erodes easily and can even develop new options for cover as the map progresses. It involves height changes, lots of flanking options and bottle-necking opportunities. Along with plenty of open terrain. It is a map meant for micro practice, but brings lots of visual drama when all goes well... as DOW2 game-play has always brought, and Elite only furthers. In time I will make this a 2v2 and 3v3 map, using this canyon area as the center...3 maps tied together!
So, at this point the map needs to be stress tested somewhat extensively with all manner of different races, globals and various units etc. Everything works up front: balance of resources, their location, flow of the map to player expectation of movement and attack, pathing and major mechanics etc etc etc. But, for example, a nid terraform with an orbital strike all going off at the same time has not yet been tested.
So I need volunteers to join me and a few others for some testing sessions, or at least I need folks to get me some feedback and/or a replay or two. Speaking of, I will need to get a nice replay of this map out on Youtube. But for now, I shall link some crappy Steam screenshots. Enjoy teh pics!
http://steamcommunity.com/sharedfiles/filedetails/?id=167446439
http://steamcommunity.com/sharedfiles/filedetails/?id=167446427
http://steamcommunity.com/sharedfiles/filedetails/?id=167446415
http://steamcommunity.com/sharedfiles/filedetails/?id=167446399
http://steamcommunity.com/sharedfiles/filedetails/?id=167446392
http://steamcommunity.com/sharedfiles/filedetails/?id=167446376
http://steamcommunity.com/sharedfiles/filedetails/?id=167446366
It is late, I have finally put the finishing touches on turret placement and final fixes for garrisons, along with fixing pathing issues that would not quit. I will follow up soon!
for zee emperah!































