need heightmap for map with "grace period" walls

need heightmap for map with "grace period" walls

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

need heightmap for map with "grace period" walls

Post by knorke »

MTR:
a map where start areas are seperated by walls/force fields that no unit can cross. (they get bumped back)
After 10 minutes or so the walls open/disappear and players can attack each other.

Code: Select all

.............
...team 1....
.............
xxxxxxxxxxxxx
.............
.............
.............
xxxxxxxxxxxxx
.............
...team 2....
.............
x= wall/force field

Using MoveCtrl it should not be too hard to Lua it, unless unexpected gayness occurs.
Somebody else wants to do the heightmap & texture?
I think a small to medium map with rather simple layout would work best.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: need heightmap for map with "grace period" walls

Post by Beherith »

Whip me up your quickest heightmap concept (in bmp or png, not ascii :) ) and ill see what I can do.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: need heightmap for map with "grace period" walls

Post by Beherith »

Image

Blocking indestructible features.

Tarball of compiled map and all files needed to compile:
http://beherith.eat-peet.net/stuff/kwall.7z
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: need heightmap for map with "grace period" walls

Post by PicassoCT »

does it block humpjets-bots?
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knorke
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Joined: 22 Feb 2006, 01:02

Re: need heightmap for map with "grace period" walls

Post by knorke »

Thinking about it, the map should be really small.
16x8 is too big imo, after the walls disappear the teams should be right in each others face: As soon as its "go" units rush and in *A mods bases would be in artillery range of each other.
So 10 minutes building and then it all goes to hell in another 10 minutes :shock:
I think otherwise it just be ultra porc like a noob game on greenfield etc. Just think how much stuff you can build in 10 minutes if you do not need to worry about being raided, on 16x8 it would never end.

Darkside is 6x4, I was thinking in those dimensions.
Of course that is not much place to work with: so maybe just some concrete at the ends to give the idea of start areas and some other terrain in middle.

Image
or even smaller:
Image

The teal planes are the walls:
Image
There will be features/units to block ground units without the small jittering.
The Lua wall is basically for aircraft only, which can not be stopped by features.

Also all units would be blocked from shooting until the timer is up.
And maybe also block vision of the enemy base? So you do not see what they are building until the last moment. Or always full vision might be fun too.
does it block humpjets-bots?
good question. Battle of the Luas? But even if it does not block them in flight they will teleport back behind the wall.
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PicassoCT
Journeywar Developer & Mapper
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Re: need heightmap for map with "grace period" walls

Post by PicassoCT »

Oh, exploitable...

If i do built a unit behind the wall, for exampel a building, would that building get teleported? What happens if i terradeform the landscape, so that the wallfeature takes the fall? How would it react to a pewee firing cannon?


Exponential growing project detected... ;)
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knorke
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Joined: 22 Feb 2006, 01:02

Re: need heightmap for map with "grace period" walls

Post by knorke »

Oh, exploitable...
I certainly hope so.
If i do built a unit behind the wall, for exampel a building, would that building get teleported?
atm: gets teleported behind wall. pro tip: use that to stack buildings on top of each other.
plan: make it impossible to build behind wall (AllowUnitCreation)
What happens if i terradeform the landscape, so that the wallfeature takes the fall?
ground units still will not be able to cross. The Lua wall stays in place anyway.
How would it react to a pewee firing cannon?
No idea, somebody go make a mod with it. I would guess the peewee hits the wall, stops forward movement, then falls down.
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PicassoCT
Journeywar Developer & Mapper
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Re: need heightmap for map with "grace period" walls

Post by PicassoCT »

Now, if i load this map in jw, i could fire headcrab shells into the forbidden zone... nah, just kiddin..

but for real, wouldnt it be easier to make a luamark, and kill everything that enters the area before the timer starts? That way, no questions of disallowing entering unt or teleportation paradoxons arise..
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knorke
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Re: need heightmap for map with "grace period" walls

Post by knorke »

kill would be annoying if units wander off by accident.
the lua is invisible but deadly!
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PicassoCT
Journeywar Developer & Mapper
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Re: need heightmap for map with "grace period" walls

Post by PicassoCT »

it sure killed a lot of modders :)

what happens to games with gaia spawned units? Do Meteors dropped, like they are hot, get teleported during falling?

Brb, got to think of other ways to use and abuse this..
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knorke
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Joined: 22 Feb 2006, 01:02

Re: need heightmap for map with "grace period" walls

Post by knorke »

units from gaiea team would be excluded.
anyway, fucking magnets in HDDs, why dont they work?
Image
recent advances? more like re!11
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Johannes
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Re: need heightmap for map with "grace period" walls

Post by Johannes »

knorke wrote:Also all units would be blocked from shooting until the timer is up.
And maybe also block vision of the enemy base? So you do not see what they are building until the last moment. Or always full vision might be fun too.
Full los is a cool idea actually. That way there'd be nice strategy constantly and not just hoping the build you picked and did for 10 minutes blindly counters what the enemy did.
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PicassoCT
Journeywar Developer & Mapper
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Re: need heightmap for map with "grace period" walls

Post by PicassoCT »

A chronostorm remains, randomly wandeirng in the formally wandered in area - its supraeffectiv adding a caution element to the monster rush following after ten minutes.

Also, comando-unit teleporter, teleports one unit every 2 mins.

Poor knorke, he is the idea-mule of spring, once he gets going, everyone gives his load of "good" ideas. ;)
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knorke
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Joined: 22 Feb 2006, 01:02

Re: need heightmap for map with "grace period" walls

Post by knorke »

When XTA Ninja Commanders try to jump through/over the wall, they bonce and fall down in a rather lol way. Not tested zero-K jumpsets yet.
Image
Tested with this map and some others and they all kind of seemed too big. Of course it was vs stupid AI but on a 14x14 map it seems to make little difference if you seperate sides for 10 minutes.
When the gates open hell does not break lose radically enough.
You lose some early raiding/rushes (ie bomber) but thats it.
So need smaller map, with more metal maybe?

For mapoptions I have working so far:
-how far apart walls are (=how much space each team gets), in percent
-how long walls stay, in minutes
-if weapons are blocked: yes/no
-if you get full LOS: yes/no
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PicassoCT
Journeywar Developer & Mapper
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Re: need heightmap for map with "grace period" walls

Post by PicassoCT »

New climbe over tactic- play this on speedmetall, use units as ramp.
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KaiserJ
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Re: need heightmap for map with "grace period" walls

Post by KaiserJ »

i can make a map for you; you'll have to be a tad more specific with the design though

i could make either of those 6x4 schematics you've made if you'd like to pick one, or something else

cool idea though
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knorke
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Joined: 22 Feb 2006, 01:02

Re: need heightmap for map with "grace period" walls

Post by knorke »

you'll have to be a tad more specific with the design though
I hoped some mapper would magically come up with something so I would just have to paste the files in ;)
Because I do no have a finished layout in mind.

well, made this 4x6 now:
Image
(f1 view)
kbots go everywhere, vehicles can only use the gentle ramps.
The brown in top left/bottom right is lower ground.
Actually it was high ground at first but then I flipped it.
Not really great but meh.
Something better still welcome.
Google_Frog
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Re: need heightmap for map with "grace period" walls

Post by Google_Frog »

Why is this a map? The grace settings don't seem like they depend on the map. Add it to the game. Make a mutator if you don't have access to the source or anyone who themselves has access to it.
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: need heightmap for map with "grace period" walls

Post by Johannes »

Google_Frog wrote:Why is this a map? The grace settings don't seem like they depend on the map. Add it to the game. Make a mutator if you don't have access to the source or anyone who themselves has access to it.
But whether the setting has any point depends on the map, so it's sensible to include it here.
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aegis
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Joined: 11 Jul 2007, 17:47

Re: need heightmap for map with "grace period" walls

Post by aegis »

can't you remove the jitter by detecting if a unit would cross the force field next frame based on velocity?
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