What We Want - Page 2

What We Want

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

Ok kids no fighting.... This post is for constructive ideas to aid us mappers in map making. Please keep up the good suggestions. 8)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Sorry warloard, just when things start coming together (after not doing anything for so long) you kinda just want to make a whole thread about it... I resited that, but could not resist teh reply button. :-)

aGorm
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I'd like to see more maps distinctly designed for teamplay, not random skirmish.

For example- a map where players 2, 4, 6, 8 start in a fortress island, and players 1, 3, 5, 7 start on a big, lush tropical island with wide, shallow-water beach areas and a deep harbor with a beach community around it.


I'd like to see a lot of maps that feature buildings, and a human (or alien, but in a non-sucky way) feel to the landscapes, not just heightmaps that make it feel like Arm/Core/whatever is having a fight over nothing, in the middle of nowhere.


I'd like to see if we can convince Zaphod et al to make Features able to use all standard TDF/FBI/COB/etc. instructions, and get AI designers to build us some AIs that would run "virtual towns" that could defend themselves, be literally captured, etc., etc., adding a great deal to Spring's gameplay and possible mods.

I'd like to see mappers make maps that are nearly all ocean- where the art and design is in making the sea-bottom and Features that make it sing and dance. For example, if we could just use COB scripts with Features, we could very easily have semi-randomly moving schools of "fish", etc... and if AIs could be developed for Gaia... we'd have a very powerful combination.

I'd like to see maps that very extensively make use of ground hardness/softness.

I'd like to see maps that are totally white, so that they're ultra-compressed, but have really high-resolution, 16-bit heightmaps, so that we can see how Spring plays with finer scalar relationships.

I'd like to see maps that aren't built around the assumptions of XTA's game design.

I'd like to see maps that have more darkness, to encourage use of S30 glowmaps and finally demonstrate some of the more advanced features of Spring.

I'd like to see more maps that aren't big, but are clearly works of art. I am already very, very, VERY tired of gigantic maps that look like mountain ranges, look kewl in screenshots, and play like crap!

I'd like to see maps that aren't clearly artificial- where game-balance and design come together organically, instead of being patently obvious.

I'd like to see maps where salvage, demolitions, and siegework are practical and necessary.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

You know what you want I'll give you that.

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

Post by Warlord Zsinj »

Ah, me and aGorm are on friendly terms; there was no malice in what I wrote, just friendly advice.
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