.:New Map (by Smoth):. Gunmetal Harbor - Page 2

.:New Map (by Smoth):. Gunmetal Harbor

Discuss maps & map creation - from concept to execution to the ever elusive release.

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by knorke »

looks are really good, maybe a little bit too artificial because everything is so rectangle. maybe a sand island in the water would make it look more alive.
still a nice looking map.

BUT.
played an gundam 1v1v1 ffa on it.
lasted for 80 minutes and might have gone on for ever if all players had cared towards the end :?
problems is the small passages are easily blocked off and sharp water/land cliffs stop aqua mechs.
for example with wallspam.
also it should be more clear where aqua mechs can enter/leave the water. imo they should be able to do that almost everywhere to help break the porc.
i guess slopes would make the harbour walls look stupid.
but atm they are kinda useless on this map. (maybe if they had a jump-out-of-water ability)

also the features block movement and after a while it just gets so annoying having to reclaim everything. like i made this big hovertranports with the backward facing canon and it was a pain to get them anywhere.
can features be crushed? at least the streetlamps should just fall over if some over 9000 tons mech bumps into them.

ImageImage
:shock: :shock: 8)
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by SirArtturi »

Ok here is testrun of the map:

http://replays.adune.nl/?2374

I'm not really sure if it's a proof of concept actually, but it surely give some perspective...

You can judge by yourself. But my opinion is, that its kinda pointless spammage/fast-tech. Well definitely its a different gameplay. Some people enjoy speed-metals, but don't execpt it to be loved by a 'commoners'.

Now if you would like to make revision theres these few small and easily done things that would change the gameplay drastically:

1. 8.0m/sec per metal spot
2. No metal to the features, just leave the energy.
3. Make some of the tiny features crushable with "mass" tag

Just trying to help you here... Godspeed!
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by jK »

Two bugs I encountered so far:
1. it overrides the mod's `resources.lua` and so it breaks all CEGs in CA (view beneath to know how to fix it)
2. most features don't get placed in CA (just tested via spring binary, haven't tried to start it via lobby yet), it spams that it can't find the wreckages ... (don't know how to fix that yet)

Undocumented Engine Feature:
Maps have their own `resources_map.lua` file, it can just load particle sprites (-> can't override trees, waves textures etc. - to do so you should just override the default texture files).
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by SeanHeron »

jK wrote: 1. it overrides the mod's `resources.lua` and so it breaks all CEGs in CA (view beneath to know how to fix it)
Which is why various people (including myself) have been lobbying for games to switch to FLOZi's resources.lua (which is the one included with the map).
jK wrote: Undocumented Engine Feature:
Maps have their own `resources_map.lua` file, it can just load particle sprites [...].
That would have been interesting to know in the context of abovementioned thread, or in the discussion here. As I can hardly reasonably expect you to be following every thread about though :P, I'd like to say thanks for pointing it out! That seems an equally useful solution to the problem of using mapeditors/map dependencies... ah actually, if using more than one map depency it still might be slightly tricky - but I guess FLOZi's automagic version could be made to work to similiar effect in that case.
Anyway, good to know!
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by JohannesH »

SirArtturi wrote:Ok here is testrun of the map:

http://replays.adune.nl/?2374

I'm not really sure if it's a proof of concept actually, but it surely give some perspective...

You can judge by yourself. But my opinion is, that its kinda pointless spammage/fast-tech. Well definitely its a different gameplay. Some people enjoy speed-metals, but don't execpt it to be loved by a 'commoners'.

Now if you would like to make revision theres these few small and easily done things that would change the gameplay drastically:

1. 8.0m/sec per metal spot
2. No metal to the features, just leave the energy.
3. Make some of the tiny features crushable with "mass" tag

Just trying to help you here... Godspeed!
I talked with Smoth yesterday and he said he knew people were gonna criticize that theres much metal around, but that thats the way he intended it, similar to TA city maps. Point is to offer new kind of gameplay.

But iirc the features are free to use, so nothing stops others from making map like this but where the houses are just terrain.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Pxtl »

@ knorke

I think one of Smoth's ideas with Gundam is that the amphib mechs really aren't less powerful than the land-only mechs, there's just less variety in them. With that in mind, I can understand how he'd want to limit the options available to amphib mechs so that land-only mechs wouldn't seem comparatively useless.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by lurker »

Are you using an up to date CA? Smoth had to go in and delete the obsolete featuredef loader that didn't recurse directories.
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Sausage
Posts: 272
Joined: 05 Jan 2010, 23:47

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Sausage »

SirArtturi wrote:Ok here is testrun of the map:

http://replays.adune.nl/?2374

I'm not really sure if it's a proof of concept actually, but it surely give some perspective...

You can judge by yourself. But my opinion is, that its kinda pointless spammage/fast-tech. Well definitely its a different gameplay. Some people enjoy speed-metals, but don't execpt it to be loved by a 'commoners'.

Now if you would like to make revision theres these few small and easily done things that would change the gameplay drastically:

1. 8.0m/sec per metal spot
2. No metal to the features, just leave the energy.
3. Make some of the tiny features crushable with "mass" tag

Just trying to help you here... Godspeed!
just make a remake for BA, no point letting all this work go to waste
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by knorke »

Pxtl wrote:@ knorke
I can understand how he'd want to limit the options available to amphib mechs so that land-only mechs wouldn't seem comparatively useless.
well maybe. but this did not help with the porcy feeling of the map (in grts)
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by aegis »

jK wrote:Undocumented Engine Feature:
Maps have their own `resources_map.lua` file, it can just load particle sprites (-> can't override trees, waves textures etc. - to do so you should just override the default texture files).
too bad this feature was broken until this commit just now
(the original feature was probably never tested... none of the maps in my spring directory use resources_map.lua)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Argh »

Awesome, thanks for getting that to work.
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