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Posted: 22 Oct 2006, 21:31
by PicassoCT
Sorry Neddie, that it doesent run .. But i played against an AAI and although slow, it was fun. I could have done the Trenches wihtout Backyard but i wanted it to be a real peace of work to conquer.. it, enforcing to use diffrent strategys.. the smal spots of Water fullfill the purpose of having Ways that only are open to amphibiouse Units. And to Place long range Ships in them..., that can be revived and repaired by subs.
Sorry but if find this Map funny.. many of my former were not, but this and Swamp are... I however will not do such sizes again... Thank you for downloading and trying..
Posted: 22 Oct 2006, 23:35
by PicassoCT
Anybody played a Game on it, one that didn`t cras, desync or lagged ? Plz...
Posted: 22 Oct 2006, 23:57
by Dragon45
Sonar desync the game and messes it up in this version.
Posted: 23 Oct 2006, 00:01
by PicassoCT
So next Spring Version to wait for ?
Posted: 23 Oct 2006, 07:11
by Dragon45
b2 should be out soon. Sonar fucked up is a MAJOR bug.
Posted: 23 Oct 2006, 07:54
by Neddie
I played a game, as I mentioned before. Also tested S;1944 on it. That was remarkably better than AA.
Posted: 23 Oct 2006, 10:43
by PicassoCT
Replays ? How long, which Tactics worked, which didn`t... Chockepoints ???
Posted: 23 Oct 2006, 10:51
by Argh
Wooot! NanoBlobs screens coming up!
Posted: 23 Oct 2006, 12:53
by rattle
Know what sucks? I can't see any of the highres skyboxes.

Posted: 23 Oct 2006, 16:26
by Argh
I can. Unfortunately, the map... le sigh...
1. NanoBlobs units, which have angle tolerances of fairly high, can cross a lot've terrain on this map that they should not. I dunno what causes this, but I almost never see this on FA's maps, and he has pretty steep slopes, so you might want to ask.
2. It's so huge that I can max out 500 units and combat has just barely started. I'm completely committed and have built max pop in NB before the main forces even reach the other side. I have a really hard time imagining this map being played as anything but a nuke-fest and arty/airwar in AA or XTA. Maybe I'm wrong- NanoBlobs was Epic-sized, so maybe this feels ok with larger scaled units. But I have units that move as fast as 3.0 in NB, and it takes them forever to cross the map.
3. The water should just get cut, imho. It really cuts framerate if you leave reflective water on, but it hardly provides any visual benefits.
All of the above whining aside... this map is... just... awe-inspiring. I think if it was half its current size, and the angles on the trenches actually prevented borked movement and forced units to use them... this map would be perfect for NanoBlobs. I love the sheer artistry of it, the rolling forested hills and fields, the sweet details... it's really quite something, and one of the most impressive maps I've seen in Spring thus far, for sheer technical brilliance.
Posted: 23 Oct 2006, 20:56
by PicassoCT
Thx Argh.. i can make TypemapTrenches, that allow no Movement out of them. Does NB uses Movementclasses ? I remember hearing once, that it doesen`t but that was some time ago...
And i hope this doesent End up in a Nukefest, i have made my Speedrnetall, i have no intention to move on in that direction.
Posted: 24 Oct 2006, 07:13
by Proply
i played a game against my cousin last night, we were mostly messing around and just fighting over the middle but the game went on for about 2.5 hours with no problems apart from right at the end where we were messing with .maxspeed and .minspeed and managed to set the speed to 0.0 which we couldnt turn back up and you cannot see units anymore, just the dots when you zoom out. this is probably a spring bug though so nothing to do with your map which was a lot of fun, although the metal value needs doubling or tripling imo.
Posted: 24 Oct 2006, 10:18
by PicassoCT
Thx for Replying.
i will think about raising the Metall Value, but it is very diffcult to balance that...

Posted: 24 Oct 2006, 12:59
by Snipawolf
Okay, Argh says it good.. I gotta see this map

Posted: 24 Oct 2006, 13:03
by PicassoCT
Notice to myself: Pay ARGH more for further good coments on my Map :D

Posted: 24 Oct 2006, 13:04
by Snipawolf
Won't download it right now. After I get home from school I'll check it out

Posted: 25 Oct 2006, 01:50
by Argh
NanoBlobs uses MovementClasses- that's required for any units in a Spring mod. However, it uses custom ones, because the defaults from XTA weren't particularily suitable to the mod. I dunno if there's any way to get around that issue.
Posted: 25 Oct 2006, 07:07
by LOrDo
Someone suggested a smaller(In width and height), bit more compressed version some time ago. Being on dial up and all, I for one support this Idea. Think of it as sort of a "Small Supreme Battlefield" For the trenches.
Posted: 25 Oct 2006, 10:20
by PicassoCT
I will
-raise Metallvalue slightly
- add a No-Go-Border on the Trenches for all the Movementclasses i can enter- ( I can`t raise the HeightDifference - already the first way on BigBunkerHill is not useable for AA Vehicles
-make a smaller Version (which i will upload a Minimap soon, to show from where in the Terrain to cut out.. i can not render the Map smaller, the Trenches would get to narrow, sorry) But i think i can grab the better part out of it...
Posted: 12 Nov 2006, 12:43
by NOiZE
Well i finaly got around to test it.
And it's WAY too big.... it cirpples my gfx card (X800GTO2)
make it 32x8 or something....
32 size is the max size for shadows on ATI cards so i think that's a good limit.
also when i started it up it gave me a bunch of errors about the features.
The skybox is beautifull though.