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Tunnel/cave type of maps

Posted: 12 May 2012, 18:41
by Jools
Would it be possible to make a map that is like a tunnel inside a mountain? Spring doesn't use 3d-heightmaps, so I don't think you can make maps with things such as bridges, because the altitude component has just one dimension.

But, you could make a map that is juts a tunnel, no bridges, no roof etc. Here's a sketch of such a map:

Image

But is there a way to prevent aircraft from flying over the walls? Set a maxheight for air units?

Re: Tunnel/cave type of maps

Posted: 12 May 2012, 19:18
by SanadaUjiosan
I had thought of exploring this theme... more in the overall setting and appearance of the map. Like you were in a giant (and with giant robots, REALLY giant) cavern. I was going to make a cave-y skybox, dim the lights a lot and put in crystal features and all that. But, it didn't make sense for CT so I never did it.

I'm not sure if a more tunnel-y approach could work, as you proposed. But, maybe.

Re: Tunnel/cave type of maps

Posted: 12 May 2012, 19:19
by smoth
Jools wrote:But is there a way to prevent aircraft from flying over the walls? Set a maxheight for air units?
Nope :\

Re: Tunnel/cave type of maps

Posted: 12 May 2012, 19:26
by Jools
One option would be to disable air units completely then, as xta does on some maps 'because of low atmospheric pressure".

Re: Tunnel/cave type of maps

Posted: 12 May 2012, 19:27
by Jools
or can you make a gadget that filters all units for air units, and when their y-coordinate exceeds some value it sets the y-value to under that level? Would probably wreck pathfinding, but hey, what do we have to lose :)

Re: Tunnel/cave type of maps

Posted: 12 May 2012, 19:30
by Jools
I thought of having a feature that when an explosion occurs high enough, or a projectile hits the "roof", then it would trigger some kind of cavein event. You could have stones to fall etc...

Re: Tunnel/cave type of maps

Posted: 12 May 2012, 19:47
by smoth
Jools wrote:One option would be to disable air units completely then, as xta does on some maps 'because of low atmospheric pressure".
this is probably a reasonable option.

Re: Tunnel/cave type of maps

Posted: 12 May 2012, 20:02
by SanadaUjiosan
Smoth....

Image

Jaburo map? :lol:

Re: Tunnel/cave type of maps

Posted: 12 May 2012, 20:45
by gajop
So it's impossible to create zones in which planes cannot fly - i.e impassable region for planes? that sounds like an engine request

Two ways of solving it in lua:
1. Destroy or move units that attempt to go to no-fly zones - ugly and fights with pathfinder
2. Create your own 2D map which contains no fly zones, and with it a lua-based pathfinder that creates a group of sub-orders(commands) for air units (just consider that the no-fly zone should be extended a bit further from the hills, in order to accommodate for air maneuvers.

Re: Tunnel/cave type of maps

Posted: 12 May 2012, 20:48
by smoth
Gajop, aircraft don't use the spring pathfinder stuff.

Re: Tunnel/cave type of maps

Posted: 13 May 2012, 08:31
by Google_Frog
For this idea to work a game would have to be designed to work for maps like this. Otherwise it is at best a lolmap. Even if you block aircraft there is still a problem with high altitude vlaunch missiles that many games like to use.

Re: Tunnel/cave type of maps

Posted: 13 May 2012, 10:23
by Jools
Yes, it's for that I thought about making the cavein gadget, that explodes projectiles of high altitude.

But the real problem is that a map is a map is a map, it shouldn't behave like a mod. Therefore if you disable units etc you are affecting the part of the game that should be handled by the mod, and that's bad.

Re: Tunnel/cave type of maps

Posted: 13 May 2012, 16:19
by smoth
game adds support for cave maps DONE

Re: Tunnel/cave type of maps

Posted: 24 May 2012, 11:38
by SwiftSpear
This has been an annoyance for me for a while... that being said, it's not really an unusual standard for RTS. The same is true for both Starcraft 2 and Supcom modding. Still... I really wish we could claim to be the guys pushing the RTS market forward.