Warlord Zsinj wrote:Well, I'd like to have a map of "radar" and "los" dead zones. So basically you can make sections of your map (such as forests) halt radar detection.
As I have suggested earlier, I think that units in forests should also be allowed free cloaking (irrelevant of their ability to do so) in forest areas (and potentially other areas like swamps, etc) when they have been stationary for a certain amount of time. Such a map over the usual bitmap would allow the player to determine zones where units are allowed to cloak, such as forests, etc.
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Another potential suggestion, although somewhat linked to my previous one, is that you could allow Spring to recognise a very basic mapgrid language, rather than preset grids. Then players would be able to use basic inputs to tell Spring what their different heightmap levels do. Perhaps it is a bit hopeful, but it would give map makers enormous flexibility in terms of what they can do.
For example, the same system could be used for players to input weather areas, so that snowstorms will only happen in snow areas, and so on.
Also, players could input areas that adjust unit speed values, so that unit's go full speed (or boosted speed?) on roads, while slower speeds offroad, and much slower taking swamp routes, etc.
Basically, it opens up a number of options, without the SY's having to personally input the ability to do so in Spring. The map maker would just have to create a new 'heightmap' or 'adjustmentmap' (whatever), and then write a short sample of very basic code which the map section of spring recognises and runs.
You have my total support for these ideas WZ. Basically we'd like map makers to be able to:
1/ Add whatever bitmap he wants at map-compiling time, and define in a separate file what it does. Allow these 'adjustmentmaps' to have any effect you can think of on units or features. Maybe to start with allowing them to affect unit speed (roads/mud), health (lava/acid) or stealth/cloak status.
Good coders can do the work of adding more effects later if the framework is there.
2/ Allow features to have effects on units (or other features) as well, in a certain radius/in the squares they occupy. A sample effect (which would make WZ happy) would be features affecting cloaking.