Trench-Warfare

Trench-Warfare

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Jonny C
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Joined: 31 May 2005, 18:06

Trench-Warfare

Post by Jonny C »

Image
Ok, I'm working on a 'prototype' map where ground space is as much a valuble resource as Metal & Energy.

The map is currently for 1v1 only and uses a network of narrow trenches and 'pockets' which allow for building manufacturing plants etc.

It is possible to build on the 'surface' but the idea is that like real trenches; if you 'stick your head up' your liable to get it blown off... Hence building things on the surface isn't advised. :p

I'm looking for somone to give me a 1v1 trial run to see how the concept works and check its a practical map before i start to do propper texturing etc.

Anyone interested? :)

http://www.megapyxel.ath.cx/Trench-Warfare.sd7

p.s. Does anyone know why 'mothers map compiler' is putting geo vents where i havn't put green dots and not putting them where i have?... 75% of them are in the right place, but it seems to have a habbit of possitioning a few randomly...

My map is 12x12 and the feature map is...
http://www.megapyxel.ath.cx/Feature.bmp
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

wouldn't the gameplay be super slow with wreckages about? (just like trench warfare i suppose :| ).
it looks like a very interesting concept but perhaps the maze could be a little less complicated (say if you expanded 1/4 of the map up to be full size).
i'm no expert though!
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

that is more of a labyrinth warfare map.
Jonny C
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Joined: 31 May 2005, 18:06

Post by Jonny C »

Yeh, i'm 100% with you on that :)

But i heafily modified the 'maze' so there are many many ways to get from point to point.

Also, i'm supprised at how well spring path finding gets around :p
Jonny C
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Joined: 31 May 2005, 18:06

Post by Jonny C »

Yeh, i definatly DON'T want it to be a complex maze.

It's specifically designed to allow for easy moving around, but minimal building space, forcing you to expand to build more
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PicassoCT
Journeywar Developer & Mapper
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Post by PicassoCT »

Air War ?
Jonny C
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Joined: 31 May 2005, 18:06

Post by Jonny C »

Oh yeh, i was gonna zoom in the 'maze' to make it less 'maze like' but at first try it just made a mess as the edges of the maze needed redefining to prevent 'un accesible areas' and also, the paths got so wide that you could just build factories up 'n down em.

If somone plays it and we manage to get some fun out of it, then i'll work on making it much less 'maze like'

the original maze is actually from google, lol. i just did a lot of modifications.
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

air war is not a good idea simply because if yuo stick a few anti-air around your trenches, then any air attacks just get blown down. :)

I guess if you had tonnes of brawlers you might get a few things... but a few tanks are much more effective, lol

note: the trenches are so narrow that air craft (most of em' anyway) fly over them and when they fire, they hit the walls not the ground units
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smoth
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Post by smoth »

a few suggestions...

Name: mazewarfare... or something like that.


A few open spots for people to build base expansions and a decent open spot for people to start it.

Otherwise they are going to have a hard time building a base or base expansions. Units are going to take forever to get where they are going on this map. So at least let us have an easy time building on it.
Jonny C
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Joined: 31 May 2005, 18:06

Post by Jonny C »

Just try the map and see what happens... lol

The units get from one side of the map to the other very quickly.

There ARE lots of pockets for building and its not a 'maze' as there are plenty of routes to get from one place to another. as your base has no 'dinfitive' area then it makes it much more interesting.

note: the start points do have 'big-ish' sized areas, but not much bigger than the other 'large pockets'.
Jonny C
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Joined: 31 May 2005, 18:06

Post by Jonny C »

Is someone gonna give this map a go with me or am i just gonna have to play my self some more? lol...
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unpossible
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Post by unpossible »

how about making the terrain too uneven in the pathways to build big stuff like factories?
Jonny C
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Joined: 31 May 2005, 18:06

Post by Jonny C »

Hmmm, nice idea :)

I might try it out... but... can somone give me a game first tho?.... :-)
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smoth
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Post by smoth »

Johnny, don't assume we know less then you. I don't know why you won't believe us. As far as mapping yeah I map to but that doesn't mean I know everything and I have been mapping for over 11 years. You have to listen to the players. This is not ta, so what worked there will not work here. This is spring, listen to the players, we are your target audience. If you do not make the map apeal to us it simply won't get played.

For one it is a MAZE not a trench map. The walls a way to high for this to be a TRENCH map. The stucture is a maze. it it was a trench map there would be more space above the trenches for people to move. You need to half the depth. and half the amount of maze paths making more ground around the trenches. Trenches exist so people can advance without being fired upon. Not so they can make a veitnam style tunnel network.

Played the map:

The pathways are soo small that anything with a footprint bigger then 3X3 will not make it through. The start areas ARE too small and it will play poorly because corpses will block the tiny pathways and people will have forced bottlenecks.

Reconsider what I said.
Jonny C
Posts: 94
Joined: 31 May 2005, 18:06

Post by Jonny C »

ok, i take what you say on board but in no way do i ever concider i know more than anyone. I simply said this is a 'prototype' map which i have 'thrown' together as a simple concept. I agree i need more space to allow for building but i still would like to try it out and see how it plays.

If your against my idea thats fine. :)
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unpossible
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Post by unpossible »

i'm up for a quick bash at it jonnyc
Jonny C
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Post by Jonny C »

yey :)

wanna meet me on the client?...

Just message me,
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

well, update it then, I will take a look at the updated version.
Jonny C
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Joined: 31 May 2005, 18:06

Post by Jonny C »

ok :)
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Molloy
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Joined: 05 Jan 2005, 22:05

Post by Molloy »

I'd say Pincussion does a better job of simulating the kind of play experience you're trying to accomplish. This whole idea probably won't result in interesting gameplay, and it sure as hell won't result in satisfying gameplay.
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