woaning

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woaning    48

Dear Everybody!
 

First of all I'm an amateur cartographer, I like to make fantasy maps in Photoshop. Three days ago I got the inspiration to make a H&G map with H&G style shapes and colors. When I started and made the canvas bigger and bigger in every half hour I realized I have to create a new game mode for it. Now I finished it hurry cause I was so excited about to share it and talking about the playstyle which is a mixed war and assault action with some twist. The map is mostly a big valley (so there's no agricultural fields), the main city is visible from far. There are lot of possibilities for armor battle, for planes and places for close combat. Original picture is 7168x7168 pixel and the jpg is 16 MB, reachable with the link below.

 

https://puu.sh/CLeW4/6dcd171016.jpg

 

8f4510249a.jpg

 

Edit 14.11.2020. cause earlier links are broken https://puu.sh/GNB0T/d7f48a2091.png
 d7f48a2091.png

 

Edited

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GaiusBaltar    3,618

That's a HUGE map! We need stuff like this in game, and one for the capitals so it's a huge urban environment!

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Caboose05    968

nice work woaning,  looks like a combination of town maps + arifield maps several times over... unfortunately reto never uses community maps or ideas and im pretty sure their server would melt with a map of this size. 

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Vudu_guy    1,545

Put 500 players cap limit on it and im in.

 

Probably a feature of H&G 3 coming soon

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matteo1313    32

This would be so cool, but it should be like 50v50 at least hah, it would be a bit of a clusterf*** but it would be super fun :D

GJ on the work, you are not bad ;)

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Fe3C    37

Oh how i wish the hamsters could run fast enough to support a map of this size and the correspondingly proper amount of players.

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OdinThor321    178
On 2/12/2019 at 10:30 PM, woaning said:

Dear Everybody!
 

First of all I'm an amateur cartographer, I like to make fantasy maps in Photoshop. Three days ago I got the inspiration to make a H&G map with H&G style shapes and colors. When I started and made the canvas bigger and bigger in every half hour I realized I have to create a new game mode for it. Now I finished it hurry cause I was so excited about to share it and talking about the playstyle which is a mixed war and assault action with some twist. The map is mostly a big valley (so there's no agricultural fields), the main city is visible from far. There are lot of possibilities for armor battle, for planes and places for close combat. Original picture is 7168x7168 pixel and the jpg is 16 MB, reachable with the link below.

 

https://puu.sh/CLeW4/6dcd171016.jpg

 

8f4510249a.jpg

 

really nice map but i have one problem with it

 

too many water crossings, only 1 line where there is no water crossing between first point and the O point

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stones77    215

Just a question: I see some houses with green spawns between the attack lines. Is your idea that if I attack on a certain line, I can use these between-points to switch to another line to do caps there and get the warmap-attack-line grey as well as using this attack line to attack the town then because I have more spawn locations? If I think about it... That would be cool!

 

On 2/12/2019 at 10:30 PM, woaning said:

 

 

Edited

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woaning    48
5 hours ago, OdinThor321 said:

really nice map but i have one problem with it

 

too many water crossings, only 1 line where there is no water crossing between first point and the O point

 

Maybe that line should be longer, or have to make a little lake just for them. 🙂 

 

2 hours ago, stones77 said:

Just a question: I see some houses with green spawns between the attack lines. Is your idea that if I attack on a certain line, I can use these between-points to switch to another line to do caps there and get the warmap-attack-line grey as well as using this attack line to attack the town then because I have more spawn locations? If I think about it... That would be cool!

 

 

 

If you open the link in the first post, the top left corner of the map contains a little explanation about the lines. Yes, cross-lines is a new thing in this map and this needs a new playstyle.

Edited

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OdinThor321    178
1 minute ago, woaning said:

 

Maybe that line should be longer, or have to make a little lake just for them. 🙂 

 

maybe delete all the crossings then it is a good map

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woaning    48
4 minutes ago, OdinThor321 said:

maybe delete all the crossings then it is a good map

Or keep them but turn off if people playing assault (like game turns off random lines in staged assaults). As I wrote it on the original picture, I didn't tested distances between points and of course there was no 100+ hours open beta test in a fictional map so we don't know how it would work. 

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OdinThor321    178
Just now, woaning said:

Or keep them but turn off if people playing assault (like game turns off random lines in staged assaults). As I wrote it on the original picture, I didn't tested distances between points and of course there was no 100+ hours open beta test in a fictional map so we don't know how it would work. 

turn off the river??? wtf?

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drhoops    2,319

Nice to see map work.

 

One problem though.  If you are attacking, and you have heavy tanks . . . well, it's a LONG way from access point to the city.  A map this big would require changes in how some vehicles spawn.

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woaning    48
43 minutes ago, OdinThor321 said:

turn off the river??? wtf?

Nah, not the river but the cross-line points.

 

16 minutes ago, drhoops said:

Nice to see map work.

 

One problem though.  If you are attacking, and you have heavy tanks . . . well, it's a LONG way from access point to the city.  A map this big would require changes in how some vehicles spawn.

Good point, maybe tanks and apcs can start from #1 and #3 points. My concept was try to keep the city clean from tanks. They can go inside but then they can't see from lot of houses, can't navigate in all small streets, easily flanked with antitank infs, etc. They can survive only with inf support or play in the hills...

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boldin    894
On 2/13/2019 at 12:30 AM, woaning said:

The map is mostly a big valley

 

Looks great although it feels kinda "Town map x10" - in other words, I'm not a specialist but I haven't noticed a particular unique "theme" the whole map structure should evolve around. It's again a town (now really a town, not that joke of a Town from HnG) that is surrounded by water. Same idea.

 

(also, a small critique, if you don't mind: even dirt country roads don't go curving that much at such angles)

 

Btw, can anyone find that map of a Coastal Town that was on forums several years ago? It was a great idea too.

 

UPD: Ahh, there it is.

2unworm.jpg

Edited

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Junell    128
6 hours ago, boldin said:

I'm not a specialist but I haven't noticed a particular unique "theme" the whole map structure should evolve around.

 

There are two approaches to map suggestions on this forum. Either like this, to want a certain type of assets (Stalingrad!, snow, desert, windmills, coastal, etc.) or to suggest a particular dynamic, like maps that focus on close quartes combat, large open maps for flanking and tactical manuevering. The first one is the most common one by far. 

 

To make a top down suggestion is fun, but it's much more intetesting if the suggestion also have some thaughts of how the map should work compared to the ones we already have. 

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