The Trenches (Tired Preview) - Page 2

The Trenches (Tired Preview)

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

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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Sorry Neddie, that it doesent run .. But i played against an AAI and although slow, it was fun. I could have done the Trenches wihtout Backyard but i wanted it to be a real peace of work to conquer.. it, enforcing to use diffrent strategys.. the smal spots of Water fullfill the purpose of having Ways that only are open to amphibiouse Units. And to Place long range Ships in them..., that can be revived and repaired by subs.

Sorry but if find this Map funny.. many of my former were not, but this and Swamp are... I however will not do such sizes again... Thank you for downloading and trying..
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Anybody played a Game on it, one that didn`t cras, desync or lagged ? Plz...
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Sonar desync the game and messes it up in this version.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

So next Spring Version to wait for ?
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

b2 should be out soon. Sonar fucked up is a MAJOR bug.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I played a game, as I mentioned before. Also tested S;1944 on it. That was remarkably better than AA.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Replays ? How long, which Tactics worked, which didn`t... Chockepoints ???
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Wooot! NanoBlobs screens coming up!
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Know what sucks? I can't see any of the highres skyboxes. :(
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

I can. Unfortunately, the map... le sigh...

1. NanoBlobs units, which have angle tolerances of fairly high, can cross a lot've terrain on this map that they should not. I dunno what causes this, but I almost never see this on FA's maps, and he has pretty steep slopes, so you might want to ask.

2. It's so huge that I can max out 500 units and combat has just barely started. I'm completely committed and have built max pop in NB before the main forces even reach the other side. I have a really hard time imagining this map being played as anything but a nuke-fest and arty/airwar in AA or XTA. Maybe I'm wrong- NanoBlobs was Epic-sized, so maybe this feels ok with larger scaled units. But I have units that move as fast as 3.0 in NB, and it takes them forever to cross the map.

3. The water should just get cut, imho. It really cuts framerate if you leave reflective water on, but it hardly provides any visual benefits.


All of the above whining aside... this map is... just... awe-inspiring. I think if it was half its current size, and the angles on the trenches actually prevented borked movement and forced units to use them... this map would be perfect for NanoBlobs. I love the sheer artistry of it, the rolling forested hills and fields, the sweet details... it's really quite something, and one of the most impressive maps I've seen in Spring thus far, for sheer technical brilliance.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Thx Argh.. i can make TypemapTrenches, that allow no Movement out of them. Does NB uses Movementclasses ? I remember hearing once, that it doesen`t but that was some time ago...

And i hope this doesent End up in a Nukefest, i have made my Speedrnetall, i have no intention to move on in that direction.
Proply
Posts: 36
Joined: 07 Sep 2005, 12:22

Post by Proply »

i played a game against my cousin last night, we were mostly messing around and just fighting over the middle but the game went on for about 2.5 hours with no problems apart from right at the end where we were messing with .maxspeed and .minspeed and managed to set the speed to 0.0 which we couldnt turn back up and you cannot see units anymore, just the dots when you zoom out. this is probably a spring bug though so nothing to do with your map which was a lot of fun, although the metal value needs doubling or tripling imo.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Thx for Replying.
i will think about raising the Metall Value, but it is very diffcult to balance that... :-)
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Okay, Argh says it good.. I gotta see this map :P
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Notice to myself: Pay ARGH more for further good coments on my Map :D :wink:
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Snipawolf
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Post by Snipawolf »

Won't download it right now. After I get home from school I'll check it out :-)
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

NanoBlobs uses MovementClasses- that's required for any units in a Spring mod. However, it uses custom ones, because the defaults from XTA weren't particularily suitable to the mod. I dunno if there's any way to get around that issue.
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Someone suggested a smaller(In width and height), bit more compressed version some time ago. Being on dial up and all, I for one support this Idea. Think of it as sort of a "Small Supreme Battlefield" For the trenches.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

I will
-raise Metallvalue slightly
- add a No-Go-Border on the Trenches for all the Movementclasses i can enter- ( I can`t raise the HeightDifference - already the first way on BigBunkerHill is not useable for AA Vehicles
-make a smaller Version (which i will upload a Minimap soon, to show from where in the Terrain to cut out.. i can not render the Map smaller, the Trenches would get to narrow, sorry) But i think i can grab the better part out of it...
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Well i finaly got around to test it.

And it's WAY too big.... it cirpples my gfx card (X800GTO2)

make it 32x8 or something....

32 size is the max size for shadows on ATI cards so i think that's a good limit.

also when i started it up it gave me a bunch of errors about the features.

The skybox is beautifull though.
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