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Posted: 30 Sep 2005, 09:45
by Masse
[edit] I'd argue that 24x24 is too large for the design of this map.
i think the same... i wanted it to be "somewhat" bigger than metalheck but the maximum size should be like 16x16...

Posted: 30 Sep 2005, 10:08
by aGorm
Words of gold... 16 x 16 is my favoirit size as I can do Just 1 teregenn render for it and not have to peice things togethere!

aGorm

Posted: 30 Sep 2005, 23:01
by Doomweaver
For artistic reasons, make the whole map one huge crater. In other words, in the heightmap its flat except for a border, just to make it look more interesting.

Re: map idea !

Posted: 02 Oct 2005, 04:25
by PauloMorfeo
Masse wrote:...
concepts:

metalmap
...
When i was first trying to make a map with a friend, we were using a full blank metal map. Do not forget to NOT do that.

Red is for metal and white (255) places a geo. White is 255 red, 255 green, 255 blue.

Needless to say, our map had some K geos and must have had some 0.001 FPS.

Posted: 02 Oct 2005, 14:09
by aGorm
Funnily enough I've never been silli enough to run into that problem...

(sorry but could not help pointing out... I know how to make maps!!)

those doodles of his are just concepts not actull files that will be compiled you know...

Any way... This week is looking very busy for me with "life" stuff, so dont expect to see me around to much...

aGorm

Posted: 02 Oct 2005, 14:15
by Masse
yeah they were "concepts" drawn in seconds...
i hate when the life comes and takes over ppl's nerdiness :lol:

happens to me all the time :-)
BTW tomorrows my 20th birthday !!! HUUURRAY !!!

!

Posted: 15 Oct 2005, 20:29
by Imperator
i actually created a map like you were suggesting, it may be imbalanced yet, but it would be cool if some of you guys test it and make improvement suggestions :)

The Heightmap :

Image

And the Metalmap

Image

maybe someone wants to create better texture then ill send him height and metalmap so he can compile it. just pm me.

The slopes can only contain small buildings such as LLT and HLT but no factories and heavy siege guns the ledges pointing to the other starting locations however CAN support massive siege guns capable of shelling the resource-rich center of the map the small "walls" can be used as a defense from bombardment from above as well as from bombardment from the center, so armies should have no problem getting near the center of the map, the small pillars in the middle of the map can only support small buildings such as radar towers or light defense.
The metal at the starting point only gives about 12 to 15 income with normal mines, about 50 times this amount should be gained from the center.

size is 16 * 16

just download gradv4 from the public file section (2,5 mb) ...

Posted: 15 Oct 2005, 22:25
by Tim Blokdijk
:arrow: Your LLT is under attack.

Posted: 15 Oct 2005, 23:36
by Imperator
yeah it definately is ...

Posted: 16 Oct 2005, 09:11
by SwiftSpear
I really like it imperator, but you need to make it possible to build bases further down into crator. Also, metal in the start points shouldn't exceed 3 per second for a small extractor, and in the center shouldn't exceed 5-6. With so much starting metal people are just going to ignore the center all together until they can bertha it. No point in getting bunched out of shape when your income is WAY over what you need to quicky tech up anyways. The point of the concept is to force people down the slopes of the crator for metal, not to make a useless high metal centerpoint for the map. Combat won't stress the center point unless people have a reason to acctually go down there.

Posted: 16 Oct 2005, 12:11
by Imperator
actually i meant that the metal at the start gives 12 to 15 in TOTAL if you mine every spot of your corner with small mines, thats not too much is it? ;)
maybe still too much so it will be decreased even further. also i disovered a "bug" in the map, i you have large explosions on the slope you can create places where you can build large buildings. so probably i will increase the hardness of the map.

Posted: 16 Oct 2005, 12:23
by SwiftSpear
Imperator wrote:actually i meant that the metal at the start gives 12 to 15 in TOTAL if you mine every spot of your corner with small mines, thats not too much is it? ;)
maybe still too much so it will be decreased even further. also i disovered a "bug" in the map, i you have large explosions on the slope you can create places where you can build large buildings. so probably i will increase the hardness of the map.
I still don't see why you don't want large buildings on the slopes... It's a risk and reward issue, you build your stuff close to the center and it's more likely to be destroyed, but at the same time your units have faster access to the center if need be.

Posted: 16 Oct 2005, 13:03
by Imperator
that is true, also if one holds the center and no other person is able to even build factories or similar stuff near it its pretty hard to conquer. the key to this map will be to build many many factories at the start and only get defense and mines near the center, if you hold the center you also are able to produce there.
maybe it is time to completely redo the map, remove ALL the starting metal and make the metal ring more spreadout but still much more metal in the center, then make several rings of flat terrain with slopes in between.
like that:
Image

Posted: 16 Oct 2005, 13:25
by SwiftSpear
There's no rule saying that you need to build factories ANYWHERE on the slopes, just that construction of forward outposts should be possible. I'd make small tiers with soft slopes between them... small structures can be built pretty much anywhere, large structures need to be kept on the tiers, and you only really have space for a full solar field in your starting corner...

Something like this:
Image

Posted: 16 Oct 2005, 14:28
by Imperator
hey thanks thats a good idea, also your design encourages people to fight for those forward outpost locations, when theyre located between the player bases and not directly in front of them. and about the starting corners being so small: yes, they are small, but: this also encourages invasion of the center ;) but i will make them larger.
also it might be good to create a free fov from those forward bases towards the center. this makes those forward positions even more desirable to hold, for any player, the center controlling one to prevent shelling his center base and the other players to have easy artillery access.

new version

Posted: 16 Oct 2005, 17:58
by Imperator
reworked the map completely actually looks like a crater now with 4 forward base spots and a defense platform for every corner, the center has absolutely no protection neither from artillery bombardment nor from invading armies, but on the other hand youll pretty much see every incoming enemy from a far distance :twisted:

Image

the metal concentration map is now a smooth gradient circle from the center to the top ledge of the crater, to gain resources, one must enter the crater. normal mines give 5.3 res in the middle and about 2 halfway down the crater.
the starting corners each have a total metal output of 0.5 with a small mine, so invading the lower crater is one key to success on this map. hopefully you like this map :)

Posted: 16 Oct 2005, 22:01
by SwiftSpear
Looks good, but can you acctually get onto those platforms with non-kbot units?

Posted: 16 Oct 2005, 23:34
by Imperator
yeah you can but only from the corner pointing to the base (or whats left of it - damn 1000 peewee scripts ;) )

Posted: 17 Oct 2005, 15:59
by Masse
Image
here's what i had in my mind... but lack skill to do such a thing :wink:
i tried allready and all i could do is this image :lol:

theres a meteor in the middle and that destroyed all the land and bringed the metal to "surface"

Posted: 17 Oct 2005, 16:13
by Comp1337
Masse wrote:Image
here's what i had in my mind... but lack skill to do such a thing :wink:
i tried allready and all i could do is this image :lol:

theres a meteor in the middle and that destroyed all the land and bringed the metal to "surface"
that pic looks badass, what program did you use?