New Map - Fields Of Isis - Page 2

New Map - Fields Of Isis

All map release threads should be posted here

Moderator: Moderators

Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: New Map - Fields Of Isis

Post by Sheekel »

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
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: New Map - Fields Of Isis

Post by SpikedHelmet »

So it will be a small map with the load and size of a large map?
No, it will be a 16x16 map with the load and size of a 18x18 map. Not much of a difference.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New Map - Fields Of Isis

Post by hunterw »

you can always use the tropical technique

Image

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
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New Map - Fields Of Isis

Post by Warlord Zsinj »

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.
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map - Fields Of Isis

Post by SirArtturi »

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.
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.
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...
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...
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.
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.
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...
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: New Map - Fields Of Isis

Post by AF »

hunterw wrote:you can always use the tropical technique

Image

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
404
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New Map - Fields Of Isis

Post by 1v0ry_k1ng »

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
Post Reply

Return to “Map Releases”