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Posted: 21 Feb 2006, 23:19
by Kixxe
Agiel wrote:Whoa. Played through American McGee's Alice a couple of weeks ago and this map gave me a huuge flashback :P
Yes, there should probably be less metal. And please! How can you even think about blowing up a chessboard? I'd say, add at least two zeroes to those numbers ;)

Argh, don't remind me... i was at one of the last levels, the garden mazes, and i had to format. Now i lost the cdkey and the install disk is sligly scratched.

Posted: 22 Feb 2006, 03:42
by Isaactoo
Could there be some shinyness to the board tiles?

Posted: 22 Feb 2006, 04:01
by SinbadEV
Yes, here's how... create passable, indestructable features with reflection and put them on each of the squares... problem is then you won't be able to see those green selection squares anymore I believe. no way to make map textures reflective I'm pretty sure.

Posted: 22 Feb 2006, 04:31
by FizWizz
Isaactoo wrote:Could there be some shinyness to the board tiles?
funny you should ask, there has been some discussion of specular mapping and whatnot for metal maps for the new map format. To save you the trouble of looking through it: no, I can't make tiles shiny now, and additionally it doesn't look like I will be able to in the new map format either.

Posted: 22 Feb 2006, 05:38
by Das Bruce
Well you could make a non blocking shiny feature and place it a tiny bit above the heightmap.

Posted: 22 Feb 2006, 09:40
by NOiZE
but as soon as the middle point of the feature is out of view, the feature will disappear which will look bad :(

Posted: 22 Feb 2006, 18:53
by mother
You could at least make the texture flat.

Everyone can pretened its honed but unpolished marble then ;)

Posted: 22 Feb 2006, 21:17
by FizWizz
oh piss eggs
it looks like I won't be able to use my super-secret sky weapon on this map, so I'm not going to have anything special in store in that department.
mother wrote:You could at least make the texture flat.

Everyone can pretened its honed but unpolished marble then
How or where does it not look flat?

Posted: 22 Feb 2006, 21:27
by mother
Flat as in matte as in not detailtextured with the default dirt texture.

Posted: 22 Feb 2006, 21:50
by FizWizz
mother wrote:Flat as in matte as in not detailtextured with the default dirt texture.
I knew I was missing something... I meant to use a custom detail texture, and I will next version.

Posted: 22 Feb 2006, 22:19
by Weaver
To get a reflective layer, very shallow water might work. Even better if you can turn off the ripple effect.

Posted: 23 Feb 2006, 01:15
by FizWizz
Weaver wrote:To get a reflective layer, very shallow water might work. Even better if you can turn off the ripple effect.
I have thought about that, but I don't think you can place buildings below water (even if it is -1) in any mod.

CHESS MAP

Posted: 23 Feb 2006, 01:38
by Noruas
I think all units should move at 0.9 on chess board to make it feel bigger.

Next map you should make is alittle harder. Checkers with black spots 500 + over water, and red spots -500 underwater with lava feature that auto kills, and some nice wood on the side. This will give the idea that units can only be on black spots, and put metal on every little isle, and it will be the ultimate air to air only map! (or all-terrian)
So than what, umm, oh CANDY LAND!

Than we can have popup features with bugged firing weapons that make a screaming noise and alot of smoke, and make a map with lots of lava, with lots of land, and call it hell, and give it a red skybox, and call it The Hell Hole of the Human Digestive System

Re: CHESS MAP

Posted: 23 Feb 2006, 02:58
by FizWizz
Noruas wrote:I think all units should move at 0.9 on chess board to make it feel bigger.
Duly noted.
Noruas wrote:Next map you should make is alittle harder. Checkers with black spots 500 + over water, and red spots -500 underwater with lava feature that auto kills, and some nice wood on the side. This will give the idea that units can only be on black spots, and put metal on every little isle, and it will be the ultimate air to air only map! (or all-terrian)
So than what, umm, oh CANDY LAND!

Than we can have popup features with bugged firing weapons that make a screaming noise and alot of smoke, and make a map with lots of lava, with lots of land, and call it hell, and give it a red skybox, and call it The Hell Hole of the Human Digestive System
ahhh.... ummm.... uhhhh..... errr.... is that a joke?

Posted: 23 Feb 2006, 23:09
by PicassoCT
Why not make diffrent TerrainTypes - for example for the horse standard opening turn, something were only K-Bots can walk fast or from the Tower Positions a trail were Tanks and Goliaths are on the Move -

Posted: 24 Feb 2006, 04:04
by Argh
<me claps>

Just about perfect! The Nanos will love this!

Posted: 24 Feb 2006, 05:50
by Forboding Angel
umm, if you use a typemap and make it like the above poster said it will really screw with pathing badly.

Everyone seems to think that typemaps are gods gift to mappers when in reality they are only useful in certain settings.

Typemaps are an occasion, not the rule. If you want an absolutely perfect example of how typemaps mess with pathing, load up Decimators "Road to war v2". When your units are on the road, give a diagonal move order. Notice how they walk on the road as far as they can and then turn at a 90 degree angle? Yah, that's a bad thing. especially when you need to go around, however, this is only one example of how typemaps can completely screw gameplay.

Posted: 24 Feb 2006, 06:13
by Decimator
I like how you use my map as the perfect example of bad typemaps, Forboding. :P

Posted: 24 Feb 2006, 06:17
by Forboding Angel
you should be used to it by now. Besides, it's not all your maps. It's just RTW. That damn road drives me insane lol :shock:

Posted: 24 Feb 2006, 08:40
by SwiftSpear
Units attempt to take the fastest path to thier destination... that's why typemaps make units go the whole road rather then just walking straight... The question is, is it preferiable to make the unit go straight by default with only navigating around obsticals or is it preferable to make the unit take the fastest path? In the case of road to war you can easily force the units off the road by making a short move order straight above it and then to thier destination afterwards. However, if units didn't take the fastest possible rought you could easily make a typemap trap that would just drive players insane when thier unit didn't make basic movement decisions to aviod the obvious pitfall. One way or the other pathing can't work perfectly all the time and will sometimes require extra micromanagement to make work properly.