Map Infomation.
Moderator: Moderators
Map Infomation.
I have been arguing against this like "standadisation of terrain" and "global adjustments to output power of wind/solar/tidal" and the argument back is that if it isn't standared then noobs that are playing a map for the first time will have a huge dissadvantage when theer solars produce less energy and there kbots slow down on the sand.
However this standaisation is annoying from the map makers peceptive as it limits how creative they can be with a map.
So id like to suggest:
MAP INFOMATION.
At the beging of every game, when people are chose start locations and such, and pressing ready, details of the map and things taht are abnormal can be listed. This way everyones on an even footing. And all it would need would be a block of text in each map file, and a little code on teh part of some C++ gurru. And theres nothing to stop people being able to open and read it outside the game even, you could just add a view details button in the lobby.
Dont you think that would be helpfull?
aGorm
However this standaisation is annoying from the map makers peceptive as it limits how creative they can be with a map.
So id like to suggest:
MAP INFOMATION.
At the beging of every game, when people are chose start locations and such, and pressing ready, details of the map and things taht are abnormal can be listed. This way everyones on an even footing. And all it would need would be a block of text in each map file, and a little code on teh part of some C++ gurru. And theres nothing to stop people being able to open and read it outside the game even, you could just add a view details button in the lobby.
Dont you think that would be helpfull?
aGorm
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This is a great idea aGorm. It makes sense too, because on a lot of maps tidal/wind is fairly high and theres no way to know, except for experience or examing the smd file. This info should show up in the battleroom under the minimap. I feel the exact same way you do about standardized terrain..
Lol, you think gravity is a minor detail, and ask for even tinier details.
I don't think complex map info shown at start would help newb. No one would remember them once ingame.
I just think it could be an idea to have somewhere the GUI ingame shown the windvalue and speed multiplier. However we must strike a balance between a GUI ridden with number taking half the screen, and no info. So I think that like for metal map, info should be seen only when appropriate.
For instance, let the gui indicate in some corner the wind value or wind multiplier of where the cursor is when a windgen is seleted from a buildmenu, or when a windgen unit is selected. (That is, if wind change with location, an idea that I'm against)
For another instance, when a unit is selected, show the speed multiplier of where the cursor is for the type of the unit.
I don't think complex map info shown at start would help newb. No one would remember them once ingame.
I just think it could be an idea to have somewhere the GUI ingame shown the windvalue and speed multiplier. However we must strike a balance between a GUI ridden with number taking half the screen, and no info. So I think that like for metal map, info should be seen only when appropriate.
For instance, let the gui indicate in some corner the wind value or wind multiplier of where the cursor is when a windgen is seleted from a buildmenu, or when a windgen unit is selected. (That is, if wind change with location, an idea that I'm against)
For another instance, when a unit is selected, show the speed multiplier of where the cursor is for the type of the unit.
No, not complex map info, litteraly, just like a short synopis of what the maps like.
Example:
Volcano Island:
Medium Four player map, you will start in one of the four courners, were there is room to build a fair size base. You can use the hills to place deffences (thers room at the front) and for better radar. Metal is all over teh islands, plus theres a bonous patch in the middle.
When on teh sand your tanks and k-bots will go slightly slower, hovers negate the effects. Wind is relativly good, as is the tides.
There, like that. Plus it listing gravity, dimentions, wind speed and things below in detail would be a small help too.
Get the idea?
aGorm
Example:
Volcano Island:
Medium Four player map, you will start in one of the four courners, were there is room to build a fair size base. You can use the hills to place deffences (thers room at the front) and for better radar. Metal is all over teh islands, plus theres a bonous patch in the middle.
When on teh sand your tanks and k-bots will go slightly slower, hovers negate the effects. Wind is relativly good, as is the tides.
There, like that. Plus it listing gravity, dimentions, wind speed and things below in detail would be a small help too.
Get the idea?
aGorm
Ya, aGorm I read the Maps section before checking the General Disc. This is what I was thinking of.
I personally like the idea of Unit Types speed advantages/disadvantages based on terrain to be a value set up like the Gravity/Wind Speed, rather than being in the actual map descriptions. Giving it a simple value makes it quicker to view (don't have to search for the important information). And I as a serious player will tend to keep a look out for important information, like unit speed adustments and make sure to keep note of it.
Another good idea, rather than only having the information before the game, would be to have the given information display during loading... don't know exactly how many people actually sit there and read what is loading any given second, I know I usually end up doing it. Just seems like wasted time for the player, that isn't currently being utilized.
I personally like the idea of Unit Types speed advantages/disadvantages based on terrain to be a value set up like the Gravity/Wind Speed, rather than being in the actual map descriptions. Giving it a simple value makes it quicker to view (don't have to search for the important information). And I as a serious player will tend to keep a look out for important information, like unit speed adustments and make sure to keep note of it.
Another good idea, rather than only having the information before the game, would be to have the given information display during loading... don't know exactly how many people actually sit there and read what is loading any given second, I know I usually end up doing it. Just seems like wasted time for the player, that isn't currently being utilized.
A good idea!
However the problem with it pasting all the stats down is that you can have up to 255 differnt terrain types. Nowones gonna want to read a list that long. Besides, maybe i have grass and sand and an inbetween, is anyone realy gonna be bothered about knowing what teh middel ground valuse are on the inbetween it? Even the stupidest person would take it forgranted that at the merge the speed change will be somewere in between the to.
And sometimes you may have 2 terrain types that are indentical in name and effect, ecept one has another special purpose... (as thats the future plan, add in more things you can add). It would be listed twice for no reason.
aGorm
However the problem with it pasting all the stats down is that you can have up to 255 differnt terrain types. Nowones gonna want to read a list that long. Besides, maybe i have grass and sand and an inbetween, is anyone realy gonna be bothered about knowing what teh middel ground valuse are on the inbetween it? Even the stupidest person would take it forgranted that at the merge the speed change will be somewere in between the to.
And sometimes you may have 2 terrain types that are indentical in name and effect, ecept one has another special purpose... (as thats the future plan, add in more things you can add). It would be listed twice for no reason.
aGorm
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
When you enter game, before ti starts, an voerlay should eb displayed in yellow-orange-red.
Orange would be average speed normal ground, the redder it si the slower, the yellower ti is the faster.
Widn speed should eb a little number next to the wind generator unit udner the mouse when its selected to be built. Thus untis can move it around to find the best location for the wind generator, and perhaps a small note such as, higher you go the higher the value.
Eitherway a picture fo the map at loading with a description from the map maker and a few other details of the game should be visible.
Orange would be average speed normal ground, the redder it si the slower, the yellower ti is the faster.
Widn speed should eb a little number next to the wind generator unit udner the mouse when its selected to be built. Thus untis can move it around to find the best location for the wind generator, and perhaps a small note such as, higher you go the higher the value.
Eitherway a picture fo the map at loading with a description from the map maker and a few other details of the game should be visible.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
It can't work like that alantai;
Different terrain affects different units.
For example, in a terrain like marsh, kbots would not be slowed down much, as their walking mechanisms would help them traverse the terrain. However, vehicles would be bogged down in such terrain, and so have their speed significantly reduced.
aGorm suggested a good way in the other thread, which is if you hold your cursor over the terrain for a little while, a little pop up window (kind of like MSWord helpers) jumps up and tells you how different units are affected.
ie: you hover your cursor over the terrain, and the following pops up:
Marsh Terrain
Vehicles: -50%
Kbots: -10%
However, one would hope that map makers would make it quite clear in the textures they use, and the way that they visually construct their maps, that it is rather obvious how terrain affects units (ie: if there are dotted pools, green/muddy texture and swamp features, than one would assume that kbots would perform better because of their walking mechanisms).
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The other problem with having to rely on an initial map description for an explanation is that, what do you do for large maps which have many different terrains? I have to immediately commit to memory how each different terrain (imagine some of the world maps) affects units...
Different terrain affects different units.
For example, in a terrain like marsh, kbots would not be slowed down much, as their walking mechanisms would help them traverse the terrain. However, vehicles would be bogged down in such terrain, and so have their speed significantly reduced.
aGorm suggested a good way in the other thread, which is if you hold your cursor over the terrain for a little while, a little pop up window (kind of like MSWord helpers) jumps up and tells you how different units are affected.
ie: you hover your cursor over the terrain, and the following pops up:
Marsh Terrain
Vehicles: -50%
Kbots: -10%
However, one would hope that map makers would make it quite clear in the textures they use, and the way that they visually construct their maps, that it is rather obvious how terrain affects units (ie: if there are dotted pools, green/muddy texture and swamp features, than one would assume that kbots would perform better because of their walking mechanisms).
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The other problem with having to rely on an initial map description for an explanation is that, what do you do for large maps which have many different terrains? I have to immediately commit to memory how each different terrain (imagine some of the world maps) affects units...
I Like the idea that info about the map is displayed in the lodeing screen. I also like the "mouse over" terrain info. The map maker's could have another map layer, the info layer. Like you have several different terrain (Clear, Water, Broken ext) and you assien where you think your broken terrain is, and where your mountian terrainin is and the game will show the info based off of that.