The Trenches (Tired Preview)
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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..
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..
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.
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.
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.
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.
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.
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...
-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...
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.
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.