knorke wrote:No point to discuss gameplay of old mod so just this thread on maps:
hey chief, you wanted to argue points about a project you didn't really understand, I was giving you the relevant info. Not saying it in a negative way but your understanding of gundam's units is terribly limited based on the issues you said so I felt it was necessary to clarify the issue made in your points.
Kaiser was saying he enjoyed the icey run map as the tiny version. I was just trying to push for bigger and
bigger stuff at the time, to make the tiny one he wanted took about 10 minutes I wanted to try and make a bigger one also.
1a: because I was hearing people say they wanted bigger maps so they could use more super units.
1b: because I was looking at adding
REALLY big units soon:
that is what kaiser was saying about the icey run version that I made huge and not what he wanted to see in the remake. Keep in mind kaiser was a very rare gundam player. So if I did the smaller version it would have been a favor for a friend.
knorke wrote:In startpost of that thread you list "Cold Place" which is btw that "ugly something like that icey triangle lake map"
you go again quoting out of context. This was the very first sentence of the thread. While I was doing the stuff for grts so I could stop seeing people play on ugly unmaintained maps.
Imma try and remake a few classics for grts.
I didn't mind adding a few to the list.
2a: people kept playing on cold place, so the obvious solution was to remake it it to NOT look like dated crap. If they wanted it, I as a developer had to add it. What Mr. Bob is saying I feel is true, the game's maps should match the game art.
2b: this was a thread about maps I wanted to step through and remake because I though they needed an update. At the time I felt if people are going to play these maps, the least I could do was make them so they did not look clash so terribly with the gundam art. NOT 100% just stuff I felt I should redo for gundam I didn't mind doing a few more.
knorke wrote:Other maps from thread: Field of Isis and MoonQ10x: 14x8 and 10x10
Your linked "small" maps are 24x12 and 32x8...even if narrow that is not small.
yet they had very forward start points allowing me to go from my base to theirs quickly. Hell, one of my favorite things about next version with the tech system supported smaller maps better. Even still your measurement of small is based on BA. Don't. Gundam has significantly larger ranges. Outside of the stuff like bertha, vulcans and nukes. i could readily do them as playable now. Narrow valley hardly ever made it past 4 tech points of research before someone was killed. Go, look at the start positions and tell me how HUGE it is. Half the map goes unused in 1v1.
the reason? I put the 2 start points 1 and 2 in the middle of the map. a xamel can fire from 1 base to another.
*edit for clarification*
see the range rings? anything closer becomes ridiculous.

If there were any closer zeon would always have a distinct advantage(outside of the fact the federation has saberfish) the issue is the zeon player could just build massive AA and shoot with impunity via the xamel. Of course, the federation player would be able to airdrop guntanks on the ridge and DESTROY the zeon base or build back behind the large tower but high trajectory makes that an issue. ranges are very long in gundam and the game play very different so when you talk about small 12x12 is TERRIBLY small for a skilled player. They can overrun you in minutes once they get shiro or char.
*/edit for clarification*
This is spring, on the autohosts, start points are irrelephant. People put start boxes all over the place.
knorke wrote:But all that aside, the "20 chinese players for 3 months" were probally the most players GRTS ever had.
and? your point?
knorke wrote:If they also prefered smaller or whatever kind of maps, I would have taken that as some feedback.
the ones who spoke English didn't know how to change the map. Once they learned how they said it was the primary one everyone played by then and they were familiar with it. The ones who didn't kept changing it back, so the ones who could understand my request, I remember respected it. Had you ever watch them play. and I did it was terrible, they spent tons of time building up waves of units walking them towards the enemy and occasionally building the right thing and wining. but hey by all means tell me how their expert opinion should have shaped my development. Truth is, the language barrier made it terribly difficult for them to read the detailed tooltips or understand anything I said when I tried to teach them things like explosives wreck buildings.
knorke wrote:Yesyes DSD all the time but that is obviously a different situation.
yeah the dsd thing was years ago, I was like guys, this isn't a good map to play gundam on. and they were like well maybe gundam needs to be more like ba. the only direct quote I recall was them saying "gundam sucked because it didn't play well on dsd." Essentially that I should reduce the ranges and unit size to ba and that would be better. Nah, just because someone wanted me to reduce gundam to a BA skin doesn't mean I shall. Hell those players are not even around any more.