Hex test map

Hex test map

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

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SecurE
Posts: 87
Joined: 29 Apr 2005, 23:49

Hex test map

Post by SecurE »

I'm lazy, and trying to "compete", so to speak, with l3dt maps while creating them in PS/Gimp is a lot of work. So I took the KP approach of simplicity on this map. The original concept was a bit different, but in the end I decided I wouldn't be able to pull it off well without putting in a whole lot more time.

Err, right, the reason I'm throwing it here is because I want feedback on three things before I do any official release;

1* Metal layout - Self evident

2* Heightmap -
I want to know if I should keep the ditches between the hexes or not. On one hand it does give a neat shading effect automatically, but on the other hand it does look a bit odd when vehicles driver over them.

3* Feature -
I kept one feature from the original concept as a contrast to the otherwise cartoony/wargamer like texturemap, but I don't know if I should keep it or not. A simple yes/no is sufficient, but you are obviously free to say why or why not as well.

Link : hex
Image
Texture map with heightmap and metal layout (slightly modified in the downloadable map) overlayed
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Hex test map

Post by Forboding Angel »

#1 North has more metal than south, which should be ok if it is intended as east vs west.

#2 ditches between hexes is bad cause it will screw with pathfinding and line move orders(small depressions might be ok though).

#3 I dunno honestly.

TBH I'm not completely thrilled with the concept but on the other hand I've seen a lot worse.

I dunno, the whole thing is kinda meh to me. No offense :?
SecurE
Posts: 87
Joined: 29 Apr 2005, 23:49

Re: Hex test map

Post by SecurE »

Need a whole lot more than that to offend me ;)

1* East vs west, not everyone might know you can rotate buildings.

2* I admit that I might not have paid attention well enough, but I didn't notice any pathfinding problems when testing it earlier with 4 AAIs. You'd assume that the symmetry would cancel any effects they might have.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Hex test map

Post by Neddie »

I actually like the concept, and you get a star just for posting it here, I felt this subforum somewhat dead, but this is the sort of thing we should discuss here.
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: Hex test map

Post by Quanto042 »

I enjoyed it immensely. Very fun map. My only problem is that the mex hexes don't quite give enough metal. I say this because none are really nearby the startpoint, and none are really close to each other, so one hex should probably provide the same metal output as say 3 mexes in Comet for instance.
SecurE
Posts: 87
Joined: 29 Apr 2005, 23:49

Re: Hex test map

Post by SecurE »

I agree that this subforum could use some more activity, and I imagine that this is the kind of question that really fit here.

I agree somewhat that it lacks metal at the moment, I was going to increase it a bit before I uploaded the map but I didn't have time to do it.


Additional question:
Which tags are actually needed in the feature .tdf file? I kept some there that I imagine might very well be redundant/useless, just to be sure that it worked
Could you, if you wanted, reduce to a category and the objectname?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Hex test map

Post by Forboding Angel »

technically that should work, why would you want to though>?
SecurE
Posts: 87
Joined: 29 Apr 2005, 23:49

Re: Hex test map

Post by SecurE »

I probably wouldn't have a reason to do one without defining a few more tags, but I simply wanted to know how far I could cut it without comming upon unforseen consequences.
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