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WIP Trenchwar

Posted: 11 Oct 2009, 02:42
by Splice
This is a map I am working on. It is my first map so please keep the comments constructive. The idea is simple, fight through the trenches and destroy the enemy. I am still a little unsure about how to get the rain and fog working and placing objects and its still WIP anyhow here are some screen shots.

Image

Image

Re: WIP Trenchwar

Posted: 11 Oct 2009, 02:46
by smoth
Looks awesome, any possibility that I could get the source files from you and make this a gundam map?

Re: WIP Trenchwar

Posted: 11 Oct 2009, 02:48
by Splice
yeah, I would be ok with that but I want to work on it some more till I feel its actual worth putting out there.

Re: WIP Trenchwar

Posted: 11 Oct 2009, 02:57
by MidKnight
I can help you with some things on this map, particularly snow/fog. I look forward to seeing this finished. :-)

Re: WIP Trenchwar

Posted: 11 Oct 2009, 04:05
by Argh
Looks good.

Suggestions:

1. Use an image editor and Pattern Stamp without alignment on (if somebody with GIMP knowledge could speak to that point, that would be nice, I forget how to do it in GIMP) to break up the obvious tiling of your textures, for a much more natural feel.

2. I'd suggest smaller trench sizes, and some depth variation- IRL, trenches have firing positions where defenders can shoot out, while gaining some protection, and trenches are narrow, to make it hard to drop plunging fire on them (mortars, etc.). Some deeper areas, where two smallish kbots can move past each other, mixed with shallow areas, perhaps with deep pits in front of them to block easy movement, would really increase the atmosphere of the gameplay that results, imo. That said, I am aware that it's hard to actually have something like a real trench system in this engine, due to certain issues. Just saying.. if you want the gameplay to feel right, the important concept about trenches is that there's a real No Man's Land... and it can be swept by fire from both sides. Also, on the trenches facing each other, make sure to include some ramps, so that assault forces have places they can cross, preferably (and realistically) blocked from enemy artillery by a small barrier.

3. My current Rain Gadget is all right, but I will be building a better one using a variation of P.O.P.S. (the particle system I'm working on), so you might want to keep working on the map and watch for that to become available sometime this week, I'll find some time to look at rain if possible.

Anyhow, sorry for the wall of text- this is a map type I have messed with a little bit, and it's hard to get right, imo.

Re: WIP Trenchwar

Posted: 11 Oct 2009, 06:04
by bobthedinosaur
^

Re: WIP Trenchwar

Posted: 11 Oct 2009, 14:00
by Gota
What size is that map?
IMO don't make trenches thinner cause it will make it hard to control unit movement if the paths are too narrow.
If you want this map to be played a lot you have to make the pathing on it simple.
This means that places where kbots cant walk over should have some visual queue.
I suggest making the trench walls either be possible to be crossed by kbots everywhere or make all trench walls unpassable(and add special ramps where units can cross) except by all terrain units,make em lower and have bigger slopes.
Just avoid having random places or small patches where units can go up and down the trench walls without a visual indication that the wall is passable or not passable.
Improve texture.
Show us the metal map.

Re: WIP Trenchwar

Posted: 11 Oct 2009, 15:20
by smoth
The giant trenches are just right, if they were smaller it would be hell for pathing.

Re: WIP Trenchwar

Posted: 11 Oct 2009, 16:43
by zwzsg
Argh wrote:break up the obvious tiling of your textures, for a much more natural feel.
Instead I'd advise to keep the tiles (and make sure their size is a multiple of 32) so that your trench map doesn't end up as big filesizewise as the other trench map.

Re: WIP Trenchwar

Posted: 12 Oct 2009, 00:40
by Splice
Thanks for all the great replies, I think what I will do is have ramps where tanks can climb out and let k bots climb most anywhere. I would love to have realistic trenches but I am not sure how well it would work for the reasons of pathing and such. I think I will try to make smaller trenches where people can hide kbots and stuff the big trenches will be for supplies and bases and all that but you better not let them get on top of you. Also world war one was very porky and people don't like that so much so I think game play should come over realism in this case. I am not sure how to do stuff with the tiles. This map was made in the SpringMapEdit program so I don't know if the tiles can be changed and stuff like that. I am not very happy with the way the textures look.The metal map at the moment is very basic I have plentiful metal in the no mans land and limited supplies above the trenches, hopefully people will have to get out and fight if they want metal. I am writing this from a different PC, so I don't have any new pictures. If anyone could suggest a better free way to texture this map that would be much appreciated. I need to figure out how to add in a bunch of dragons teeth and the like that the map can start with.
also yay minefields that would be interesting to have some random minefields.

Re: WIP Trenchwar

Posted: 12 Oct 2009, 03:24
by Forboding Angel
zwzsg wrote:Instead I'd advise to keep the tiles (and make sure their size is a multiple of 32) so that your trench map doesn't end up as big filesizewise as the other trench map.
Yeah, no. Fugly tiling is fugly.

Re: WIP Trenchwar

Posted: 31 Oct 2009, 00:40
by smoth
I still do want this map...