Because we have many new players, we also have many new mappers and even some new modders. Many of these individuals never played TA, so they are not familiar with the same baseline that many of us use.
The result is suboptimal gameplay. Maps with lots of metal or crazy tide values have become the norm - and while there is a place for these types of maps, they should not be considered "normal".
Furthermore, as the Spring engine has more content developed for it, maps will inevitably become mod-specific, fracturing the community. Maps made for S44 for instance, may not work for PURE or Gundam.
I would like to discuss with the mod makers what should be "normal" values. Maximum height, maximum depth, and everything in-between. This includes slope angles for different classes of unit. While not every mod will have "kbots" and "tanks", many will have "infantry" and "vehicles", or some variation of this.
It is necessary to define what "impassible" really means to each type of unit, or else maps can't be designed around these values.
An example proposal would be something like this:
Code: Select all
//Slope Value: 10 :: 20 :: 30 :: 40 :: 50 :: 56
// Real Angle: 15 :: 30 :: 45 :: 60 :: 75 :: 84
// TANK KBOT AMPH ALL-T SPID(?)
Also important is water depth. How deep should "regular" units be able to cross? How deep must water be in order for ships to pass through it? What about different classes of ship, should scout ships and battleships require different amounts of depth? And submarines?
10 minimum depth for boats, 25 minimum depth for submarines is something I've been thinking about. This allows for areas to be made (with some difficulty) which can be crossed by both water and land units, but not submarines.
Maximum depth is another issue. There are surely situations where a map maker might want it to be altogether impossible for even amphibious units to cross water. How deep should amphibious units be able to go? For the purposes of my experimentation, I've found that 500 seems to be a reasonable value on the handful of maps I've tried. It's not hard to make areas that are less than 500 deep.
You may notice in my example above that I've given amphibious units greater slope tolerance. This gives ampibious units, which are typically more expensive, a good reason to be built even on maps which have no water. It also makes it easier for mappers to make shorelines that units can climb.
The values I've defined above are similar to OTA standards, and they seem to work on the handful of maps I've tried.
Earlier I mentioned maximum height - and why should this be an issue? Because there are only 256 shades we can use to represent height, AFAIK. Even if there are more, finding a monitor that can display them will be difficult for the next few years, let alone eyes that can discern them. If we say that there's no limit on height, you could conceivably have a situation where you need to have water that's 500 deep, and a mountain that is also tall enough to block heavy artillery fire, or (if this is possible) a mountain which prevents planes from flying across it. This means that there will be a total of 1000 height, and every shade of luminance will create a 4 elmo difference in height. It will be extremely difficult to create interesting-looking terrain that doesn't also block or slow movement of some unit classes unintentionally.
Speed modifiers for water depth and slope are another issue, but thankfully I think it's not something mappers will need to worry about too much as long as modders use some caution when setting high values.
Crush strength may be another issue, but not such a serious one since using crazy values tends to screw up things beyond maps. But it might be worth discussing what a normal range of values would be, to make fleas not crush a massive tree or something.
Resources are another issue, and probably a topic for another thread since this one might get a bit far off-topic if too many things are discussed at once.
I had wanted to have this conversation on Google Wave since it has built-in support for these very types of conversation, but not everyone is interested in trying it.