Sorry to hijack your thread SirArtturi, discussions of solutions to the fugly hard map edge is taking place here:
viewtopic.php?f=21&t=15890
New Map - Fields Of Isis
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: New Map - Fields Of Isis
No, it will be a 16x16 map with the load and size of a 18x18 map. Not much of a difference.So it will be a small map with the load and size of a large map?
Re: New Map - Fields Of Isis
you can always use the tropical technique

but if you look really close in game you can see the detailmap abruptly stop
its actually kinda tricky if you want to spam tidals on the edge of the map

but if you look really close in game you can see the detailmap abruptly stop
its actually kinda tricky if you want to spam tidals on the edge of the map
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: New Map - Fields Of Isis
oh god, I remember losing hours of my life on this map in SupCom...
Anyway, I'm glad someone has ported this, it was an excellent 2v2 map.
Some suggestions:
Visually, I think it'd be nice if the mountains didn't stretch so much, but were more chunky with foothills. You can reasonably succesfully make the texture stretch far less on the mountains without having to make your mountains eat up much more (if any) actual footprint space on the map by making the sides more broken up, rather then a clear vertical slope. Perhaps the tonal variation of the texture in use on that section also seems to exacerbate the stretching on the side of the mountains.
Gameplay wise, I realise that this is way the map is designed and you don't want to change it, but possibly for an alternate, I always thought Isis would be more interesting if there was an open channel at the very top and very bottom of the map, running the entire length of the map. Isis is meant to be porcy as hell, but I think this would make it a bit more difficult to choke things up earlier on in most games, and generally make for a more dynamic sort of map.
Anyway, I'm glad someone has ported this, it was an excellent 2v2 map.
Some suggestions:
Visually, I think it'd be nice if the mountains didn't stretch so much, but were more chunky with foothills. You can reasonably succesfully make the texture stretch far less on the mountains without having to make your mountains eat up much more (if any) actual footprint space on the map by making the sides more broken up, rather then a clear vertical slope. Perhaps the tonal variation of the texture in use on that section also seems to exacerbate the stretching on the side of the mountains.
Gameplay wise, I realise that this is way the map is designed and you don't want to change it, but possibly for an alternate, I always thought Isis would be more interesting if there was an open channel at the very top and very bottom of the map, running the entire length of the map. Isis is meant to be porcy as hell, but I think this would make it a bit more difficult to choke things up earlier on in most games, and generally make for a more dynamic sort of map.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New Map - Fields Of Isis
Yea. I got this hard map edge thing... However Making the map bigger and marking out the playable terrain will not change anything... There still will be "hard" edges and even more, limited playing areas of map can be bit tricky and confusing...
Although I like this idea and support it totally... I just wouldnt implement it on the map but rather make it someway engine side.
Well thats because of steep slopes. and making the slopes softer would fuck up the pathing and i would have need to make the mountains even more higher which would look silly...
And... what I can say from the games I've played so far.. It really aint as porcy you might think... It plays really good imo. The reclaimable metal from rocks fasten up the game and reduces dominance of static defenses on chokes and so on...
Although I like this idea and support it totally... I just wouldnt implement it on the map but rather make it someway engine side.
Hmm Im not really sure what you mean but I assume that you are talking about the texture that "stretches" out a little on mountains...Warlord Zsinj wrote:oh god, I remember losing hours of my life on this map in SupCom...
Anyway, I'm glad someone has ported this, it was an excellent 2v2 map.
Some suggestions:
Visually, I think it'd be nice if the mountains didn't stretch so much, but were more chunky with foothills. You can reasonably succesfully make the texture stretch far less on the mountains without having to make your mountains eat up much more (if any) actual footprint space on the map by making the sides more broken up, rather then a clear vertical slope. Perhaps the tonal variation of the texture in use on that section also seems to exacerbate the stretching on the side of the mountains.
Well thats because of steep slopes. and making the slopes softer would fuck up the pathing and i would have need to make the mountains even more higher which would look silly...
Yea. I personally, would have liked a bit less porcier gameplay, but I wanted to preserve the original concept as much as I was able to.Warlord Zsinj wrote:Gameplay wise, I realise that this is way the map is designed and you don't want to change it, but possibly for an alternate, I always thought Isis would be more interesting if there was an open channel at the very top and very bottom of the map, running the entire length of the map. Isis is meant to be porcy as hell, but I think this would make it a bit more difficult to choke things up earlier on in most games, and generally make for a more dynamic sort of map.
And... what I can say from the games I've played so far.. It really aint as porcy you might think... It plays really good imo. The reclaimable metal from rocks fasten up the game and reduces dominance of static defenses on chokes and so on...
Re: New Map - Fields Of Isis
404hunterw wrote:you can always use the tropical technique
but if you look really close in game you can see the detailmap abruptly stop
its actually kinda tricky if you want to spam tidals on the edge of the map
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: New Map - Fields Of Isis
I dont know why you guys are bitching about loadtimes, whats another 5 seconds for the appearance the map isnt floating in space? thats a damn good idea, if the engine can be tweaked to support it without an issue spring maps should defo all end up like that