Unmapped starting conditions.

Unmapped starting conditions.

Requests for features in the spring code.

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Biggles604
Posts: 5
Joined: 29 Aug 2006, 22:08

Unmapped starting conditions.

Post by Biggles604 »

I don't know if it's a limitation of the engine, but is there any way of adding in a start condition that the map is not shown and has to be discovered like OTA and DoW?
HawkMan
Posts: 53
Joined: 20 Jul 2006, 22:28

Post by HawkMan »

Hidden/fogged maps of this type is somewhat unrealistic in modern to futuristic games like TA. but if anyone ever where to do a fantasy like mod like TAK it'd make sense... granted I haven't seen anyone interested in using spring for that, probably mostly due to the lack of support for alpha transparency in textures as well as no deforming mesh/bone support, both of wich are quite essential for a beliavle fantasy or even old style game.

it'd also make life a hell of a lot easier for all mods using human infantry :).
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I think many people want these features... but outside of sigle player campaigns and such, what's the point? You can go in and study the maps beforehand and it makes it all just an inconveniance that gives advantages to those who have it memorised.

Oh... and if anyone suggests the other kind of fog-of war, which I call permascouting, will have to be very good at explaining why it's a desireable feature if you don't want to incur my wrath.
Biggles604
Posts: 5
Joined: 29 Aug 2006, 22:08

Post by Biggles604 »

While I agree with you, on a new map it does really add a sense of discovery, but you are probably right. In OTA, is the typical multiplayer setting to have the game mapped? (I don't play online except against my friends and we always play unmapped.
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mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

WOuldn't the NMF have the possiblity to generate new maps on the fly?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Perhaps but would you want to play on a very likely unbalanced map?
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

KDR_11k wrote:Perhaps but would you want to play on a very likely unbalanced map?
Deffinitely if it was against an AI alone or with a team of other humans.

PS:
especially in a mod where the relative balance of the map didn't matter, like the RPG style/Zombie vs Humans style mods people occationally mention.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

KDR_11k wrote:Perhaps but would you want to play on a very likely unbalanced map?
Making Spring make maps symmetrical/pseudo-symmetrical maps should be small potatoes compared to making Spring generate maps in general (I'm talking about going from no random maps to random maps compared to going from random maps to random symmetrical maps, FYI).
They don't have to have perfect, mirror symmetry to be balanced. Remember SJ's automagic map generator? you could put symmetrical 'blueprints' in and get symmetrical-yet-natural maps back.
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