MetallSpots

MetallSpots

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

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PicassoCT
Journeywar Developer & Mapper
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MetallSpots

Post by PicassoCT »

You can hide them benath Acid, you can move them on spike mountaintops- you can make the only reachable by K-bots - move them into deep holes or place them on very easy deformable Terrain. You can enforce certain Unittypes in a Map, just for building Mexes...

So why are they usually on flat, easy reachable Terrain ? Never understood that...
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Forboding Angel
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Post by Forboding Angel »

Gameplay reasons.


For example, In EE, comms cannot be transported, likewise, if the terrain is extremely rough you must airlift the GD cons to reach the metal spots. THis makes the gameplay more frustrating. In EE your resourcing is important, but it's designed to be very simple and easy, making resourcing more difficult takes away from the core gameplay that is: Killing shit.

Even in TA mods where resourcing is much more intensive, it takes away from the entire gameplay experience if you have to micro a unit to reach a metal patch, TA mods have air cons though.

Other than TA, and the GAW and WHITEBASE in gundam, I don't think there are any mod with air cons. There is a reason for that ya know...
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PicassoCT
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Post by PicassoCT »

Thx FA - never looked at it from that Perspective - so Maps who have this Metallspots will be played in Gundam and TA-Mods only..mmmh.. i have to admit i always planned those things in - oran uteros, Oberon - lots of them have micrometallspots...
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Peet
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Post by Peet »

Heh, kinda funny coming from you, pic, the maker of a map where half the metal spots are too sloped to build a mex :P
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Forboding Angel
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Post by Forboding Angel »

Heh, way back when you were lucky if you could even play TA mods on my maps, cause some unnamed idiots thought that having a maxslope of 10 on all buildings except the mex which was 20 was a good idea. Phail.

EE has maxslope of 30 on all buildings if I remember right, so EE mexes can prolly be built on his spots.

Picasso, Gundam comms are rarely moved very far. They are extremely slow and are for main base support, nothing more, nothing less.

In all reality Gundam should be a porcers paradise due to the way the mod is set up to have a really huge super defended base, however, gundam supplies the necessary tools for breaking a porcers back.
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Zpock
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Post by Zpock »

Yes that is fascinating about Gundam. It has this extremely metal maker focused economy... (I HATE metalmakers) that comes close to actually working... IE not so speedmetaly. Much thanks to the metal makers taking up a lot of space...
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Forboding Angel
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Post by Forboding Angel »

Gundams econ is actually extremely simple, and yes, metalmakers, and they work really well. As you said, it uses space as the finite resource, also, econ buildings get raped hardcore by just about anything, most notably, kamfers.
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PicassoCT
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Post by PicassoCT »

So in GD the true Metallmap - is the heightmaps flat space ? Man .. i need something to drink... my head hurts.
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smoth
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Post by smoth »

Well, don't think metal makers.. think that you need to power the production of all the cogs, widgets and kersplode weapons. If I ever get a 3rd resource the raw metal will only be used to build buildings.


Picasso, it is not so much a building limitation as the fact that GD can only move up certain slopes. URC can move up and down slopes but for GD this is not as easy.
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PicassoCT
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Post by PicassoCT »

Man, and i always thought that Maps still could be used inter Modlike.. i have to admit i always just tested if Coms appeared and could walk, built and that was it... and to make things worser i just used GD Epic Com and in EE usually URC-Com...

So you have to decide already which Mod you make a Map for when you have Mountains and MicroMexspots in it ? Good to know..
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Forboding Angel
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Post by Forboding Angel »

ya pretty much. As the spring engine progresses, modmakers are able to take their mods farther away from ta type gameplay and at some point I imagine maps will have to be pretty specific about which mods the play well in.
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smoth
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Post by smoth »

yep, when sm3 becomes more viable for me in the next version of spring gundam is going to jump in filesize and have it's own maps that are more... gundam-y:)
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PicassoCT
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Post by PicassoCT »

Well Time for Shorcuts in the Description to show of for which Mods the Maps is done!
for Example :
Ul-Kiqui - 20x 20 Sea Map made for AA,BA
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