Map Standards: Terrain Effects - Page 3

Map Standards: Terrain Effects

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

Moderator: Moderators

User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Warlord Zsinj wrote:BAH! I wrote out a long bloody post, with all the standards thus far, and then lost it when my computer crashed. GRAH!

I'm too bloody annoyed to redo it now. I might do it later. Maybe.
That once happened to me. And yes... it is bloody annoying.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i agree about thick/deep mud aGorm but on more dense mud a tank will get stuck whereas a kbot can get itelsf out of difficulty, also i believe kbots are considerably lighter than tanks due to their thin armour
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Zoombie wrote:
Warlord Zsinj wrote:BAH! I wrote out a long bloody post, with all the standards thus far, and then lost it when my computer crashed. GRAH!

I'm too bloody annoyed to redo it now. I might do it later. Maybe.
That once happened to me. And yes... it is bloody annoying.
About as annoying as being stuck in the esstry I'd say...
Makes you wanna screem!

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

Post by Warlord Zsinj »

Well, basically I typed up all the terrain thus far with a brief description, how they affected kbots, vehicles and hovercraft, and their hardness.

Basically, I made it so that kbots perform better on all rough terrain, including sand and snow, so that they were far less affected than vehicles. To coutner that, I made it so that on flat, even terrain (Grass, dirt, metal, etc), kbots can only go at their maximum set speed (0% adjustment), while vehicles get a boost on such surfaces.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

aGorm wrote: River mud....

I live a stone throgh from the River Thames neart rhe estry. You tred on the mud ur sunk to your waist in less than a second... (I would know.. :P ) and to get you out they lay down planks which have a greter surface area (Actully since then they got iflatables, but same principle) which there for dont sink, even with you and anotyher couple of people on them. Traks on taks give a similare surface area advantage...

aGorm
Yeah, that's what i'm saying, a tank would not be affected much.
Doomweaver wrote: So an all-terrain KBoT would have a low 'slowdown', as would a tank. A vehicle with wheels would be a lot faster, but have a higher slowdown.

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

Post by Warlord Zsinj »

Okay, I'll do it all again, except that I won't put the descriptions in, because that took the most amount of time.

Here we go (I'll be backing it up in notepad this time round... :evil: )

Grass
% Kbot Speed Affected: Not Affected
% Vehicle Speed Affected: +20%
% Hovercraft Speed Affected: Not Affected
Hardness: Medium

Dirt (includes Mars type terrain)
% Kbot Speed Affected: Not affected
% Vehicle Speed Affected: +10%
% Hovercraft Speed Affected: Not affected
Hardness: Medium

Desert Sand
% Kbot Speed Affected: -10%
% Vehicle Speed Affected: - 20% (or 10% more than kbots)
% Hovercraft Speed Affected: Not Affected
Hardness: Very Soft

Snow
% Kbot Speed Affected: -20%
% Vehicle Speed Affected: - 30% (or 10% more than kbots)
% Hovercraft Speed Affected:
Hardness: Very Soft

Metal
% Kbot Speed Affected: Not affected
% Vehicle Speed Affected: +20%
% Hovercraft Speed Affected: Not affected
Hardness: Very hard

Marsh
% Kbot Speed Affected: -10%
% Vehicle Speed Affected: -40% (or 40% more than kbots)
% Hovercraft Speed Affected: Not affected.
Hardness: Soft

Archipelago/"beach sand"
% Kbot Speed Affected: Not Affected
% Vehicle Speed Affected: -10% (or 10% slower than kbots)
% Hovercraft Speed Affected: Not affected
Hardness: Soft

Roads
% Kbot Speed Affected: +10%
% Vehicle Speed Affected: +40% (0r 30% more than kbots)
% Hovercraft Speed Affected: Not affected
Hardness: Hard

Stone/Rock/Gravel
% Kbot Speed Affected: Not affected
% Vehicle Speed Affected: +10%
% Hovercraft Speed Affected: Not affected
Hardness: Very hard

moon
% Kbot Speed Affected: -10% (slower steps b/c of gravity)
% Vehicle Speed Affected: +10%
% Hovercraft Speed Affected: +10% (more efficient energy use b/c of gravity)
Hardness: Soft-Medium

I might have left a couple out; I hope not though. Feel free to disagree with whatever.
What I basically went for is that kbots are the kings off-the-road, and are really very good for all-terrain work. But in areas where the ground is flat and free of obstruction, vehicles become the much better option, as kbots can only go as fast as their legs can carry them (which gives them excellent mobility in things such as snow and marsh), while vehicles can reach far greater speeds when they happen to be travelling on easy terrain.
I think the system doesn't lend advantage to either type of unit, but rather consolidates previous usage "slots" for each unit, so that you would pick kbots to for off-road duty, but the more heavy-duty vehicles for powerful pushes through flat terrain.
Note that I have attempted to affect kbot speeds as little as possible so as to avoid messing up their walk animations. I'm guessing that 10% either way won't be noticeable, and I only once go greater to 20% (snow), which I doubt will be overly visible either.
Post Reply

Return to “Map Creation”