Digital Siege

Digital Siege

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manored
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Joined: 15 Nov 2006, 00:37

Digital Siege

Post by manored »

Map made to play with the Kernel Panic mod. (1 team vs 1 team)

Link (and screenshot) here:

http://spring.unknown-files.net/file/23 ... tal_Siege/

Opinions? Comments? Flaming? :P
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Guessmyname
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Post by Guessmyname »

Err...

replace the ones and zeros with the grid like in Marble madness. That will look better - this looks confusing, and the stretched numbers of the sides look ugly
manored
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Post by manored »

Guessmyname wrote:Err...

replace the ones and zeros with the grid like in Marble madness. That will look better - this looks confusing, and the stretched numbers of the sides look ugly
Matrixes of doom arent supposed to be beautifull, are then? :P
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Guessmyname
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Post by Guessmyname »

It's distractingly ugly. It's too busy and too complex. The Marble_Madness map has a more simplistic texture, whose colour scheme fits in with the mod.
espylaub
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Post by espylaub »

You could keep the numbers, but you should think about making them darker. A lot darker. Having such a high-contrast background will driver players nuts sooner or later.
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smoth
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Post by smoth »

manored wrote:
Guessmyname wrote:Err...

replace the ones and zeros with the grid like in Marble madness. That will look better - this looks confusing, and the stretched numbers of the sides look ugly
Matrix es of doom aren't supposed to be beautiful, are then? :P
0s and 1s represent the state of a current when interpreted in the machine. They are bits. They are NOT a matrix, they are a long series of electrical current. Matrices are structures set up by high and low level code. Because a matrix is an array.

Binary code is the representation of machine code which is typically assembled in a compiler. What you have is a sea of bits. Both of which are already represented in the mod. 1 nybble is 4 bits, and a byte of 8 bits can represent a character.

Google please next time.
manored
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Post by manored »

smoth wrote:
manored wrote:
Guessmyname wrote:Err...

replace the ones and zeros with the grid like in Marble madness. That will look better - this looks confusing, and the stretched numbers of the sides look ugly
Matrix es of doom aren't supposed to be beautiful, are then? :P
0s and 1s represent the state of a current when interpreted in the machine. They are bits. They are NOT a matrix, they are a long series of electrical current. Matrices are structures set up by high and low level code. Because a matrix is an array.

Binary code is the representation of machine code which is typically assembled in a compiler. What you have is a sea of bits. Both of which are already represented in the mod. 1 nybble is 4 bits, and a byte of 8 bits can represent a character.

Google please next time.
I know matrixes arent made of that, but I dont care... A lot of numbers in the middle of a endless sea of darkness looks pretty cool for me... :P

And even tough the bits and bytes are already represented in the mod, real bits dont kill each other so I guess there is no problem into making a very surreal map... :P

But forgetting the look a little, how you guys think it plays? I tried to make it more strategic than Marble Madness.
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smoth
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Post by smoth »

real bits are not rolling on top of each other...

cmon' man, it looks silly.
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Cabbage
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Post by Cabbage »

leave him alone, if he wants 1's and 0's then so be it oO
manored
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Post by manored »

smoth wrote:real bits are not rolling on top of each other...

cmon' man, it looks silly.
Ok I will invent up a story to explain that:

In this matrix of doom, then bits die(dont dare to ask what bits are doing in a matrix again! :P ) They become flat (and good to step over :P), and, since this matrix of doom has been seeing bits killing each other for a quite long time, there are bit corpses everwhere making a cold, emotionless ground texture.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

could make a version with much duller numbers so it wont be so distracting?
manored
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Post by manored »

1v0ry_k1ng wrote:could make a version with much duller numbers so it wont be so distracting?
I cant believe so much people are having their attention caught by a heap of numbers wrote on the ground! You gotta see more of the world! :P
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smoth
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Post by smoth »

manored wrote: cant believe so much people are having their attention caught by a heap of numbers wrote on the ground! You gotta see more of the world! :P
how much of the world have you seen?
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Boirunner
Kernel Panic Co-Developer
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Post by Boirunner »

Well, we played the map. Concerning the look, the 1 and 0 style looks kinda cool but it is very hard to see slopes, and it is hard on the eyes. I'd suggest a grid, or hight lines like on a map. And concerning playbility, you'll have to change some things. 3 vs 3 was pretty boring, as it is very easy to hold the chokepoints with bytes on the hills. KP is all about outmanoevering your enemy, and this is the exact opposite, a chockepoint map, so it doens't work too well.

It was worth trying, though, and I think it was a good idea. It just didn't quite work out the way you expected, imho.
manored
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Post by manored »

The second version is there:

http://spring.unknown-files.net/file/23 ... _Siege_V2/

It got green lines instead of numbers. Winhout the middle link I beliveve its going to be a lot easier to push the frontline back, but you still have advantage if the frontline it is near your hill.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Manore d, I know you're really trying, but I should mention...

For the lines, make them about 2-4 pixels thick. Much like the map boirunner made for KP. The thick lines are pretty gaudy, and are quite distracting.

You're making a good effort though, keep it up!
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Guessmyname
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Post by Guessmyname »

^ Listen to this man / woman / whatever
manored
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Post by manored »

I think its fine now. If I do other changes, they will probaly be to the map shape and not to its texture.
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Boirunner
Kernel Panic Co-Developer
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Post by Boirunner »

I hate to say, but I have to agree with FA here. The map just doesn't look very pretty as it is, and you still can't see the height changes very well.

If you don't want to do a fine grid like I did, how about doing Contour lines? It would take quite a bit of work, but I think it would look absolutely awesome. That is, lines like on a map which are there where the height is the same.

I'll play the new version sometime to check it out, but to be honest I think the problem will persist. Kernel Panic ist not really a mod for maps with chokepoints. Maybe 1 vs 1 this map would be cool, so you have to decide what channel to use. I'll try that. But 2 vs 2 or more, where everybody gets a channel, it will be boring. With only 3 attack units, and no space to maneuver, the game just gets tedious.

I don't like being so negative, because I really like that you are creative in the spring community, and especially because you are doing something for a mod I helped build. But I really think that this map in this version will not be very good.
manored
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Post by manored »

Hum... May try with the smaller, yellow lines later...

I do made the map to have chokepoints. Some people may not like to play this map with this mod, but I believe some people will because the mix of this map + this mod results in long and very strategic games.

I have been thinking about making another version where the hills are linked togheder.
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