New map : FolsomDamSpecial
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Re: New map : FolsomDamSpecial
The north is not made for sea vs sea warfare. The start positions are too far from the water to easily start with a shipyard: Yet starting with a shipyard is clearly the best way to take the sea. For a proper sea vs sea game, you want the 3 mexes right next to or in the water, so you can start shipyard immediately.
Did you intend it to be purely hovercraft, and to discourage ships with the huge open beaches and the long, far shore?
Anyway, good map. Beautiful trees, though a bit large.
Did you intend it to be purely hovercraft, and to discourage ships with the huge open beaches and the long, far shore?
Anyway, good map. Beautiful trees, though a bit large.
Re: New map : FolsomDamSpecial
I'd use a typemap of 0.1 speed for hovers.I hate the damn things.
bring down the multi terrainers!
Ships rule!
also-very nice looking map.
bring down the multi terrainers!
Ships rule!
also-very nice looking map.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: New map : FolsomDamSpecial
Please don't put a typemap on it. Once you do, the balance in anything other than BA becomes 100% fucked.
Beautiful map.
Beautiful map.
Re: New map : FolsomDamSpecial
Why would typemaps affect other games more than BA? Unless, just in this case, the game has half of its units hovers.Forboding Angel wrote:Please don't put a typemap on it. Once you do, the balance in anything other than BA becomes 100% fucked.
Beautiful map.
But I agree that this maps better without typemaps
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: New map : FolsomDamSpecial
JohannesH wrote:Why would typemaps affect other games more than BA? Unless, just in this case, the game has half of its units hovers.Forboding Angel wrote:Please don't put a typemap on it. Once you do, the balance in anything other than BA becomes 100% fucked.
Beautiful map.

Re: New map : FolsomDamSpecial
Typemaps only affect Units if their MoveType == one of the reserved categories, i.e. "KBOT TANK" etc. is in the name, IIRC.Please don't put a typemap on it. Once you do, the balance in anything other than BA becomes 100% fucked.
Re: New map : FolsomDamSpecial
You sure? I had to use movetype before P.U.R.E. stuff would respect speed differences... but maybe that's why they still aren't pathfinding correctly 

Re: New map : FolsomDamSpecial
Ok so what you really meant wasForboding Angel wrote:
As I thought.Forboding Angel wrote:Please don't put a typemap on it. Once you do, the balance in Evo RTS becomes 100% fucked.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New map : FolsomDamSpecial
Unfortunately, from that picture it is hard to tell what is the problem of yours. At least I cant find anything matching for your problem. Although I see that in some stage of progress, the texture is just slightly vertically off tilted, but that shouldnt be the problem, since detailtexture washes it away ingame.TradeMark wrote:http://replays.adune.nl/texmapmip2/Fols ... al.smf.jpg
is my texture exporter broken or why does it look like you resized the map without preserving the aspect ratio? look the middle metal spot textures. doesnt look good. fix it and you have excuse to change the map name too
Where are going to use the texture?
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New map : FolsomDamSpecial
Ok people,
As I'm still open to suggestions, and a lot of things can be changed for the next version. I'll list some suggestions that came up so far, comment on them and put them on the debate:
1. Name should be changed to something else than FolsomDam, at least it should be changed something else than Special as a referring of Senna's doings
- The special in the end of the name really shouldn't effect on anything, since Senna is not the legitimate name holder for that, however people tend to react it in funny way. "Noobs" join my game asking whats special in this map? "Pros" pm me and asking whether its a mod in a map and therefore wont play it.
- The last adjunct shouldn't refer that map has a mod in it, but for example, in that theres some map options and other stuff in it. Just like in this *will be. It just should refer to that it is a special edition.
2. Typemap should be put back
- Don't worry, I think this will be back, but not as a default, but as a map option. The big question is, what will the speedboost and for which units?
3. This is my own suggestion: The Map size should be decreased. Maybe to 18x12?
- This is my own observation and feeling. It's based on that the gameplay is too distorted and "heavy." What do you think?
4. Sea is too hover intensed. Should be changed?
-What to do? Make couple more metal pathces to the sea? Raise the sealevel? This is a bit more difficult issue. The sea was not designed to be hover wars, but is that too bad if it turns out to be like that? It is always good option to go ambhious too etc. I always thought, that t2 sea would be great for breaking the Dam porc.
5. Trees are too big and the size should be changed.
-Unfortunately Im not able to resize the models. However, what im able to do, is take off the big trees in next compile. However, that would mean, that the variety and height differences will suffer. What do you think?
As I'm still open to suggestions, and a lot of things can be changed for the next version. I'll list some suggestions that came up so far, comment on them and put them on the debate:
1. Name should be changed to something else than FolsomDam, at least it should be changed something else than Special as a referring of Senna's doings
- The special in the end of the name really shouldn't effect on anything, since Senna is not the legitimate name holder for that, however people tend to react it in funny way. "Noobs" join my game asking whats special in this map? "Pros" pm me and asking whether its a mod in a map and therefore wont play it.
- The last adjunct shouldn't refer that map has a mod in it, but for example, in that theres some map options and other stuff in it. Just like in this *will be. It just should refer to that it is a special edition.
2. Typemap should be put back
- Don't worry, I think this will be back, but not as a default, but as a map option. The big question is, what will the speedboost and for which units?
3. This is my own suggestion: The Map size should be decreased. Maybe to 18x12?
- This is my own observation and feeling. It's based on that the gameplay is too distorted and "heavy." What do you think?
4. Sea is too hover intensed. Should be changed?
-What to do? Make couple more metal pathces to the sea? Raise the sealevel? This is a bit more difficult issue. The sea was not designed to be hover wars, but is that too bad if it turns out to be like that? It is always good option to go ambhious too etc. I always thought, that t2 sea would be great for breaking the Dam porc.
5. Trees are too big and the size should be changed.
-Unfortunately Im not able to resize the models. However, what im able to do, is take off the big trees in next compile. However, that would mean, that the variety and height differences will suffer. What do you think?
Re: New map : FolsomDamSpecial
If you want true sea battles than,really your only hope is to make a type map or submerge most of that side underwater.
Re: New map : FolsomDamSpecial
I dont see why ships would be useless at least in BA. Yes if the start boxes are just in the grassy area, it might be better to get a veh lab first and send amphib cons to take sea mexes and so, but after that I dont see the huge benefit of transitioning from that to hovers instead of ships. Yes you can enter the enemy shore but early hover attack shouldnt be hard to block if I have vehicles and ships.
Yes you can try your luck with going hovers first and be succesful too, but thats not the only option for sure.
Yes you can try your luck with going hovers first and be succesful too, but thats not the only option for sure.
Re: New map : FolsomDamSpecial
Oh, I see what you mean now. Yeah, I'm an idiot.Argh wrote:You sure? I had to use movetype before P.U.R.E. stuff would respect speed differences... but maybe that's why they still aren't pathfinding correctly
Re: New map : FolsomDamSpecial
hard to tell? srlsy, you can clearly see the squares are rectangles there.SirArtturi wrote:Unfortunately, from that picture it is hard to tell what is the problem of yours. At least I cant find anything matching for your problem. Although I see that in some stage of progress, the texture is just slightly vertically off tilted, but that shouldnt be the problem, since detailtexture washes it away ingame.TradeMark wrote:http://replays.adune.nl/texmapmip2/Fols ... al.smf.jpg
is my texture exporter broken or why does it look like you resized the map without preserving the aspect ratio? look the middle metal spot textures. doesnt look good. fix it and you have excuse to change the map name too
Im not going to, its just used at: http://mapinfo.adune.nl/?map=FolsomDamSpecialSirArtturi wrote:Where are you going to use the texture?
Re: New map : FolsomDamSpecial
1. I recommend the name FolsomDamRedux.SirArtturi wrote:Ok people,
As I'm still open to suggestions, and a lot of things can be changed for the next version. I'll list some suggestions that came up so far, comment on them and put them on the debate:
blablabal..
2. No typemap. We don't need more maps giving units speed boosts. This should be left to the mod makers.
3. No. It is fine as it is.
4. Sea is too small on this, and has no potential to threaten the land. Therefore it is pointless to make shipyards unless as a tool for procuring the sea, so that you can porc it/send hovers with minor resistance. Coastal bombardment is not really possible due to high difference and porcy mountains, porcy mountain passes. This is how you have designed the map. To make it into a sea & land map you would need to change everything. I don't recommend that as the map plays fine as it is. Hovers are great fun!
5. Trees greatly reduce the FPS on this map. For me it is ~58 fps compared to 110 on DS. Of course the easiest way to fix this is by turning off 3D trees. But your trees are features, so I think that would not affect them

Re: New map : FolsomDamSpecial
Folsom dam already exists.
Call this map in some different name.I suggest keeping the word dam and adding something different and not folsom.
Call this map in some different name.I suggest keeping the word dam and adding something different and not folsom.
Re: New map : FolsomDamSpecial
Ok, tried it out, zeon ms are underwater only when they are in the dark blue. Which is fine imo.
I like the map. Good stuff.
I like the map. Good stuff.
Re: New map : FolsomDamSpecial
Ah... too busy watching the damn warfare to notice the teraforming. By the time noticed, he was already spamming scouts and destroying fusions.CarRepairer wrote:That was Sefidel's terraform bridge. Welcome to CA!Mav wrote:The absolute north center of the map has a tiny bridge that scout units can cross.
It looks weird and can be (ab)used in a potentially game-imbalancing manner.
/doh!
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New map : FolsomDamSpecial
Hmm. This is actually how im feeling it too. The point is, that I dont actually want boats vs boats battle ONLY, but mixed setting. Clearly, after you dominate the sea area it is wise to go boats and try to break the dam porc, that is the key element im wanting...JohannesH wrote:I dont see why ships would be useless at least in BA. Yes if the start boxes are just in the grassy area, it might be better to get a veh lab first and send amphib cons to take sea mexes and so, but after that I dont see the huge benefit of transitioning from that to hovers instead of ships. Yes you can enter the enemy shore but early hover attack shouldnt be hard to block if I have vehicles and ships.
Yes you can try your luck with going hovers first and be succesful too, but thats not the only option for sure.
Imo theres nothing wrong that hovers play a role in there, as long as its not OP and other tactics are viable. I guess the problem here is, that you need to have big startboxes to start straight from sea?
I think it needs more playing to see how it evolves. First games are always about finding wormholes. It should stabilize after people learn the map...
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New map : FolsomDamSpecial
Oh I c. Actually, that is not because of any rescaling, but only that I did not scale them correctly when placing in first place.TradeMark wrote: hard to tell? srlsy, you can clearly see the squares are rectangles there.
However that doesnt bother me at all if the patches are not squares but slightly rectangles. And I think it shouldnt bother you either. Seriously that is just so small thing that if it bothers you greatly, you should consider changing from spring to some other game...