Mappers, please read this
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Re: Mappers, please read this
EE and gundam both assumed 3 metal spots at start point.
I think the excess metal spots come from maps being designated as team maps but being played with lower player counts. probably would be good if maps came with metal layouts outside of starting areas and then via lua setting 3 metal spots near each start point.
However because players can do startboxes and set startpoints wherever the fuck they want and the moder/mapper cannot control this we end up with people being able to "get the most metal" instead of what the mapper intended.
I think the excess metal spots come from maps being designated as team maps but being played with lower player counts. probably would be good if maps came with metal layouts outside of starting areas and then via lua setting 3 metal spots near each start point.
However because players can do startboxes and set startpoints wherever the fuck they want and the moder/mapper cannot control this we end up with people being able to "get the most metal" instead of what the mapper intended.
Re: Mappers, please read this
Caydr you really dont know what youre talking about.
Re: Mappers, please read this
When faced with such limiting gameplay caydr, there is a huge selective pressure on players to figure out how to exploit it with new tactics, which then gives those players huge advantages.
For example in the days of AA, nanotowers where used mainly aound factories and simbase people, or in the usual swarms of 300 or so around a krog factory, yet these days theyre in the middle of maps at frontlines repairing defences and units. Rez bots too, theyre being used very differently.
All after people complained they were in a rut.
For example in the days of AA, nanotowers where used mainly aound factories and simbase people, or in the usual swarms of 300 or so around a krog factory, yet these days theyre in the middle of maps at frontlines repairing defences and units. Rez bots too, theyre being used very differently.
All after people complained they were in a rut.
Re: Mappers, please read this
wtf happened to my post!??!
Re: Mappers, please read this
reposting:
EE and gundam both assumed 3 metal spots at start point.
I think the excess metal spots come from maps being designated as team maps but being played with lower player counts. probably would be good if maps came with metal layouts outside of starting areas and then via lua setting 3 metal spots near each start point.
However because players can do startboxes and set startpoints wherever the fuck they want and the moder/mapper cannot control this we end up with people being able to "get the most metal" instead of what the mapper intended.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: Mappers, please read this
The 3 metal spots are because that is generally what is needed to have the beginnings of a base and offense/defense. It also helps out so that expanding right from the start of the game isn't as essential.
Immediate required expansion ultimately hurts gameplay instead of helping it. The long and short of it is that you get the bare essentials needed to get you going and allow you to defend yourself.
Immediate required expansion ultimately hurts gameplay instead of helping it. The long and short of it is that you get the bare essentials needed to get you going and allow you to defend yourself.
- CarRepairer
- Cursed Zero-K Developer
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- Joined: 07 Nov 2007, 21:48
Re: Mappers, please read this
Meaningless to the mapper. Modder has full control.Caydr wrote:metal, geothermal, and tidal output
Important to the mapper.Caydr wrote:metal, geothermal, and tidal ... distribution
That's not the case. Some here have argued tooth and nail against increased modder control over aspects of maps (typemaps, water levels, metal and wind output which is moot because these are already implemented yet the arguments continue) and that they would rather their map is not played at all in some mods. Neddie and Beherith are two examples.Caydr wrote:but if the mapper wants his map to be enjoyed to its fullest, and obviously he does
Re: Mappers, please read this
DSD has a shit-ton of metal? Seriously? At the normal player-counts (5ish per-side), DSD is starvation. With no wind, almost-no geotherms, and about 3 expansion metal-spots per-player, DSD is all about just blowing up your comm so you can get to T2 and get fusions and mohomakers up.
Caydr, I can see where you're coming from - you see the endless fields of nanotowers and megafus and mohomakers, and it looks grotesque.
But it has nothing to do with the maps having too much metal, and everything to do with the game you made. Geometric growth makes that stuff inevitable.
Caydr, I can see where you're coming from - you see the endless fields of nanotowers and megafus and mohomakers, and it looks grotesque.
But it has nothing to do with the maps having too much metal, and everything to do with the game you made. Geometric growth makes that stuff inevitable.
Re: Mappers, please read this
That was caydr's balance paradigm and part of why I find all of the AA children slow playing.Pxtl wrote:Caydr, I can see where you're coming from - you see the endless fields of nanotowers
Re: Mappers, please read this
I don't know when, but I specifically remember reading him bemoaning the spamming of nanotowers in AA.smoth wrote:That was caydr's balance paradigm and part of why I find all of the AA children slow playing.Pxtl wrote:Caydr, I can see where you're coming from - you see the endless fields of nanotowers
I don't think Caydr *likes* the AA/BA late-game, but kept it included because it was the only way to get fun superscalar mech stuff in there without completely restructuring the economy.
Re: Mappers, please read this
pretty much why he had the ridiculous buildtime/resource ratio was designed around nanotowers.
Re: Mappers, please read this
i don't think any universally agreed upon slope tolerances are necessary. if mod makers want their mod to be compatible with most *A maps, they will use the same or similar values. alternatively, it would also be possible to stretch these maps to conform to steeper values by changing the min and max heights of maps. this is easy to do!
for BA, metal isn't the main determinant of what units are viable in a map, unless the metal balance is extreme one way or another. much more important is the terrain layout, as this determines porciness. porciness is what leads to 10 minute fusions, not metal. DSD is very porcy due to its narrow, long shape (20x10), as well as the cliffs, chokes, and highground bases.
porciness is the main determinant of what units are viable in BA. raid units such as wezels, flash, and stumpy are of much less utility when a front is just a chokepoint. in unporcy maps, units such as the wezel and flea never lose their ability to slip behind the front and raid stuff. conversely, you're never going to see a tremor, or even t2 on wide open unporcy maps.
of course there's every shade of grey inbetween. personally i like maps with tons of options - the more units that are viable, the more strategies exist. i like to see at least one player go t2 in most games, and i also terrain that spreads utility among vehicles, kbots, and amphib/hovers. i strive to achieve this balance on my maps but i've only really been happy twice (tabula and talus). tundra, for instance, has mountains for kbot assault as well as an ocean surrounding for amphibs, but the map is so unporcy that anything besides t1 vechs is a waste.
in the end, though, its really up to the general player's preference what is fun. generally, newer players tend to like porcy maps. 1v1ers like unporcy maps. nobody tends to like ocean unless its 1v1 sands of war.
for BA, metal isn't the main determinant of what units are viable in a map, unless the metal balance is extreme one way or another. much more important is the terrain layout, as this determines porciness. porciness is what leads to 10 minute fusions, not metal. DSD is very porcy due to its narrow, long shape (20x10), as well as the cliffs, chokes, and highground bases.
porciness is the main determinant of what units are viable in BA. raid units such as wezels, flash, and stumpy are of much less utility when a front is just a chokepoint. in unporcy maps, units such as the wezel and flea never lose their ability to slip behind the front and raid stuff. conversely, you're never going to see a tremor, or even t2 on wide open unporcy maps.
of course there's every shade of grey inbetween. personally i like maps with tons of options - the more units that are viable, the more strategies exist. i like to see at least one player go t2 in most games, and i also terrain that spreads utility among vehicles, kbots, and amphib/hovers. i strive to achieve this balance on my maps but i've only really been happy twice (tabula and talus). tundra, for instance, has mountains for kbot assault as well as an ocean surrounding for amphibs, but the map is so unporcy that anything besides t1 vechs is a waste.
in the end, though, its really up to the general player's preference what is fun. generally, newer players tend to like porcy maps. 1v1ers like unporcy maps. nobody tends to like ocean unless its 1v1 sands of war.
Re: Mappers, please read this
i miss hunters 4v4 game.JohannesH wrote:You should start hosting it again :D
Re: Mappers, please read this
I would rather my maps be played in the games I directly support or the games I've authorized to modify them as needed for support, and not be played at all in a manner which is inconsistent with my vision. I didn't make each component bitmap manually and distribute different elements for something entirely different to result from my creation. I wouldn't make a Kernel Panic map to be played in Balanced Annihilation, I haven't made a 1944 map intended for play in Kernel Panic - these games have different stylistic and design demands and as a map maker I'm well aware of them.
I do think that individual game developers should publicize some "specific standards" to ease the production of new maps for their games. I do not believe game developers or map developers are well served by the introduction of cross-game standards.
I do think that individual game developers should publicize some "specific standards" to ease the production of new maps for their games. I do not believe game developers or map developers are well served by the introduction of cross-game standards.
Re: Mappers, please read this
Start hosting it again for the americans.hunterw wrote:no one plays itbut its definitely a playable ta map with plenty of height variance
- SirArtturi
- Posts: 1164
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Re: Mappers, please read this
While, I assume, that you guys agree with me about the slope tolerances being too strict, why are you still bragging with your maps like you'd want to turn over my argument? There's a lot of practical problems with maps with high height variences, like in this case Talus.
Of course you can play around with max and min heights, that still doesn't dissolve that more your map has height, the more the slopes becomes steeper, and more your units having hard time to move, and the more static the gameplay comes.
Just with slight slope tolerance adjustments, I think, the outcome will be more detailed, realistic looking maps, when the mapper doesnt need to bargain between heights and pathing.
PWNED
To be honest, while I like the feel and look of your map Hunter, I dont like how it plays. Heights are too high to play with *A mods. It feels just too heavy. As also, out from the issue, Talus is "too big" and separates the gameplay being areal 1v1. Now, the winner of this 1v1 can easily rape the rest of the team. Ok, now prove me I'm wrong and argue that I really haven't played this map etc...hunterw wrote:no one plays itbut its definitely a playable ta map with plenty of height variance
Of course you can play around with max and min heights, that still doesn't dissolve that more your map has height, the more the slopes becomes steeper, and more your units having hard time to move, and the more static the gameplay comes.
Just with slight slope tolerance adjustments, I think, the outcome will be more detailed, realistic looking maps, when the mapper doesnt need to bargain between heights and pathing.
PWNED
Re: Mappers, please read this
/me yawns...
stretches.....
oh yeah gundam plays it fien.
stretches.....
oh yeah gundam plays it fien.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Mappers, please read this
Let's take apophis-v2 example. It is almost unplayable because of slope tolerances. In some areas you cant build anything, and some areas your units can't move at all.
Overall, the movement and building is fucked up while I don't actually see nothing wrong with the map. Feeling ambiguous? Now tell me, that theres nothing wrong with this and hey look at my map this and that!
Overall, the movement and building is fucked up while I don't actually see nothing wrong with the map. Feeling ambiguous? Now tell me, that theres nothing wrong with this and hey look at my map this and that!
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Mappers, please read this
Good for you smoth... Don't sprain your limbs while excercising...smoth wrote:/me yawns...
stretches.....
oh yeah gundam plays it fien.