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making spring (more) unique:dynamic maps?
Posted: 29 Nov 2009, 01:17
by srapop
The title pretty much says everything.Since maps and mods use the same filetype, is it possible to make dynamic maps?
That would be simple things like rain or fog, but also growing trees, earthquakes, and asteroid impacts on moon/asteroid maps.
(they of course sould do some damage

)
this would be a real innovation AFAIK, no other rts has that yet.
The long and the short of it,would that be possible?
Re: making spring (more) unique:dynamic maps?
Posted: 29 Nov 2009, 01:35
by Beherith
1. Rain/Snow and fog
Already a few maps use it, you can easily add it to your map, for an example, check ooowee_v3 and Xenolithic_v4
2. Growing trees
There is some resemblance of leftover unfinished code in the engine IIRC, but its non functional. Can be done with lua though.
3. Asteroid impacts
I recall seeing some nota map with them, or maybe it was just a spacebugs mod option.
I honestly dont support the idea of random shit damaging or destroying unit, since noone wants to be on the sucky side of that feature. Also suck randomness makes competitive play not possible as well as causes lots of unwanted grief. Theres a good reason no other RTS has done it.
4. Earthquakes
If you just mean visuals, then take a look at the map Mercury. Has earthquake and volcano and all that.
Dynamic maps are possible, but require much more work than normal ones.
Re: making spring (more) unique:dynamic maps?
Posted: 29 Nov 2009, 01:59
by Pressure Line
TA had meteor showers and earthquakes on some maps.
Re: making spring (more) unique:dynamic maps?
Posted: 29 Nov 2009, 02:10
by JohannesH
Damage-dealing earthquakes could be a good feature if they came in a predictable fashion on some clearly defined area.
Re: making spring (more) unique:dynamic maps?
Posted: 29 Nov 2009, 02:54
by smoth
Re: making spring (more) unique:dynamic maps?
Posted: 29 Nov 2009, 10:15
by Argh
Indeed, Smoth, indeed.
Re: making spring (more) unique:dynamic maps?
Posted: 30 Nov 2009, 18:50
by hunterw
Pressure Line wrote:TA had meteor showers and earthquakes on some maps.
i remembered that too and when i suggested that ota comet catcher had meteor showers people thought i was dumb and crazy.
that being said, meteor showers are shitty for gameplay when they just randomly kill shit. now maybe if there are meteor showers that only happen in a certain area with a lot of metal...
Re: making spring (more) unique:dynamic maps?
Posted: 30 Nov 2009, 19:11
by CarRepairer
Beherith wrote:2. Growing trees
There is some resemblance of leftover unfinished code in the engine IIRC, but its non functional. Can be done with lua though.
I have growing trees implemented in my game (using some s44 trees scaled to various sizes). They need to be planted by the elf druid, but I might make them also grow spontaneously in the future.
Re: making spring (more) unique:dynamic maps?
Posted: 30 Nov 2009, 19:44
by aegis
one of the command and conquer games had ion storms at random on some maps... I think it was Tiberium Sun.
Re: making spring (more) unique:dynamic maps?
Posted: 30 Nov 2009, 23:49
by srapop
CarRepairer wrote:Beherith wrote:2. Growing trees
There is some resemblance of leftover unfinished code in the engine IIRC, but its non functional. Can be done with lua though.
I have growing trees implemented in my game (using some s44 trees scaled to various sizes). They need to be planted by the elf druid, but I might make them also grow spontaneously in the future.
great.
hunterw wrote:Pressure Line wrote:TA had meteor showers and earthquakes on some maps.
i remembered that too and when i suggested that ota comet catcher had meteor showers people thought i was dumb and crazy.
that being said, meteor showers are shitty for gameplay when they just randomly kill shit. now maybe if there are meteor showers that only happen in a certain area with a lot of metal...
would be nice if they would be foreseeable,right, so you could coordinate them with attacks.
this could be boring tho, everytime there is a meteor shower on 1vs1 there would be an attack too.
the idea of leaving m is just great.
or did you mean the area they come down is full of m.
that would be nice too.
Re: making spring (more) unique:dynamic maps?
Posted: 30 Nov 2009, 23:53
by CarRepairer
I think meteor showers are more fun
when you are the one summoning them upon your enemy's base

Re: making spring (more) unique:dynamic maps?
Posted: 01 Dec 2009, 00:12
by Argh
It is super-trivial to have meteors that only fall in pre-determined zones, for gameplay purposes. That sounds like it could be fun for a P.U.R.E. "space map".
Re: making spring (more) unique:dynamic maps?
Posted: 01 Dec 2009, 00:22
by Neddie
Actually, random meteors could be done well in, say E&E. It would require some structure to detect and predict their point of impact and ETA, and the meteor itself to be vulnerable to anti-air fire, though, of course meteors would be difficult to destroy entirely before impact. Perhaps it would deal damage based on how much health it still had on contact... the mass remaining? A gadget would sketch the area of effect with a lua hemisphere upon the map when the structure was done "calculating" the meteor path.
Re: making spring (more) unique:dynamic maps?
Posted: 01 Dec 2009, 04:43
by MidKnight
What he said. CA logos superweapon == meteor shower fun.
Re: making spring (more) unique:dynamic maps?
Posted: 01 Dec 2009, 22:20
by PicassoCT
cool feature would be real lava (danger) that leaves behind metall when cooling down (reward) making the eruption zone of volcanos a temptation
Re: making spring (more) unique:dynamic maps?
Posted: 01 Dec 2009, 22:23
by SinbadEV
Two Words:
Sand Worms
Re: making spring (more) unique:dynamic maps?
Posted: 01 Dec 2009, 22:27
by MidKnight
SinbadEV wrote:Two Words:
Sand Worms
Two Words:
Ask zwzsg
EDIT: Also, now's a good time to reiterate that mesh deformation/skeletal animation support would be awesome.
Re: making spring (more) unique:dynamic maps?
Posted: 01 Dec 2009, 22:35
by zwzsg
Hast thou summoned me?
We shall then proceed to the yearly posting of the ancient animated gif:

Re: making spring (more) unique:dynamic maps?
Posted: 01 Dec 2009, 22:57
by smoth
With the ancient ritual complete we can now assume said noob has been educated and the thread is complete.
At least until the next cycle where the ritual must begin anew.
Re: making spring (more) unique:dynamic maps?
Posted: 01 Dec 2009, 23:04
by AF