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Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 00:47
by el_matarife
CarRepairer wrote:
Yet again I have to tell el-matarife that Simpsons already did it but he likes to speak as though CA doesn't exist and he is the first to come up with ideas that will cause the sky to fall. El-Matarife: It was many months ago that it was done in CA and you see that the world continues to turn and no maps have spontaneously combusted.
I don't care at all who did it first or who had the idea first and I didn't say anything about either of those topics. I am just saying BA should implement them.
And you're pretty close to saying "Play CA, BA SUCKS" which this really isn't the forum for.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 01:22
by 1v0ry_k1ng
aegis wrote:put solar panels on the windmill!
yo dawg,
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 01:43
by CarRepairer
el_matarife wrote:CarRepairer wrote:
Yet again I have to tell el-matarife that Simpsons already did it but he likes to speak as though CA doesn't exist and he is the first to come up with ideas that will cause the sky to fall. El-Matarife: It was many months ago that it was done in CA and you see that the world continues to turn and no maps have spontaneously combusted.
I don't care at all who did it first or who had the idea first and I didn't say anything about either of those topics. I am just saying BA should implement them.
I realize in this context we're in the BA subforum whereas the previous time we had this "encounter" was in the general subforum. But my point is you're acting like it's something new and unknown when it's not. So I'm just letting readers know it's possible, has been done already, easy and no harm has come from it. And I agree BA should implement it too as should any Spring mod.
el_matarife wrote:
And you're pretty close to saying "Play CA, BA SUCKS" which this really isn't the forum for.
Nah I'm not saying that. What I'm saying is "SMD numbers suck when Spring mods are different, but the good news is you don't really have to depend on them and mappers don't have to worry about finding a universal set of values as it's impossible."
After all, if you spend hours, days or weeks working on heightmaps, textures, features, metal spots and whatever else, would you feel okay over the fact that some mods can't enjoy the fruits of your labor because you chose a few numbers that only work in one mod and not another? That would be the equivalent of someone making an awesome solar panel model but it's only usable in XTA and not CA or BA because the model is joined at the hip to a unitdef file where the modeler had to choose an energymake value that works with one mod. But it's not, and a mapper shouldn't have to stress over SMD wind values either.
This all began because I'm a huge fan of hunterw's maps. He's not the guru of spring wind values and he doesn't really care. He just makes great maps.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 02:38
by JohannesH
And what kind of wind values would those be that only work in some mod but are broken in another? If the modmaker sets it to be something crazy chances are hes doing it on purpose.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 08:06
by el_matarife
CarRepairer and I have settled our differences via PM on the lobby.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 12:01
by TheFatController
CarRepairer wrote:But my point is you're acting like it's something new and unknown when it's not. So I'm just letting readers know it's possible, has been done already, easy and no harm has come from it.
Noone in the BA forum cares that CA has already 'claimed' the ideas to feature X or feature Y. If I had got to your post earlier it would have been deleted. This isn't the place for advertising other mods so please stop posting about CA in every feature thread.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 12:56
by 1v0ry_k1ng
I think your being too defensive, he was just pointing out its been tried before and it works
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 15:12
by TheFatController
This is going on his past posting of regularly pointing out that feature requests have been already done in CA.
The BA team is already well aware of what CA has done so the only reason for these posts is to advertise CA which doesn't really have a place in this subforum.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 17:23
by Gota
Who is on the BA team?
Or is that a secret?
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 17:28
by CarRepairer
I'm sorry I pointed out the CA features in this subforum. This was more of a part of an ongoing convo between el-matarife and me which began in general subforum. Feel free to delete my posts if you wish, but it was det who mentioned it before me so I'm not the first to bring it up in the thread.
On topic: I still think it's a good idea for BA to use this, as any mod should.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 17:30
by Gota
CarRepairer wrote:I'm sorry I pointed out the CA features in this subforum. This was more of a part of an ongoing convo between el-matarife and me which began in general subforum. Feel free to delete my posts if you wish, but it was det who mentioned it before me so I'm not the first to bring it up in the thread.
On topic: I still think it's a good idea for BA to use this, as any mod should.
Use what?

Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 17:32
by Gota
Have an active popup when you hover your cursor long enough over a windgen?
Shazem,problem solved.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 17:34
by CarRepairer
... a good idea to override map's wind values so as to have decent balance without mappers worrying about balancing their map to every mod. This is a spring issue, not a mod-specific issue, and BA and others could all address it easily.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 17:34
by TheFatController
Gota wrote:Who is on the BA team?
Or is that a secret?
Regret
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 17:39
by Gota
Was my first guess.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 17:42
by KaiserJ
1v0ry_k1ng wrote:The BA mapmaking guide is just a two page spread with a picture of CCR on one page and DSD on the other
i made it, it was generally feared and loathed
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 19:39
by 1v0ry_k1ng
CarRepairer wrote:... a good idea to override map's wind values so as to have decent balance without mappers worrying about balancing their map to every mod. This is a spring issue, not a mod-specific issue, and BA and others could all address it easily.
this is a terrible idea and by far one of the worst things that happened to ca
i am still disgusted by the sight of windgens on comet
not every map has to be exactly the same. some can have abundant energy and hills- therefore being good for kbots- while others have no wind and heavy metal and become flashspamfests.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 19:43
by Beherith
JohannesH wrote:And what kind of wind values would those be that only work in some mod but are broken in another?
THIS.
If you can give an example, and it affects a non significant minority of maps, then its justified. Otherwise, no.
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 20:27
by CarRepairer
1v0ry_k1ng wrote:while others have no wind and heavy metal and become flashspamfests.
You're not helping your case
Beherith wrote:JohannesH wrote:And what kind of wind values would those be that only work in some mod but are broken in another?
THIS.
If you can give an example, and it affects a non significant minority of maps, then its justified. Otherwise, no.
This thread is proposing mapmaking guidelines. But take notice what subforum it's in. If guidelines were general then why are we in here?
Re: We should have some mapmaking guidelines
Posted: 09 Sep 2009, 21:00
by 1v0ry_k1ng
if we were producing some *real* map making guidlines:
Symmetry
Maps should be symmetrical, with the line of symmetry being directly between the two starts. ie: a left v right should be symmetrical via a vertical line in the center.
for BONUS POINTS, a map benefits further from being left v right AND up v down symmetrical. For example:
/plug