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Re: 2c-Highground map mistakes and corrections

Posted: 29 Jan 2014, 06:39
by Legion
Sorry, topic is tl; dr for me except for the last few posts.

In regards to the aspect of blocking the ramp with a factory, I think that as long as the person/people who are using the map editor to make corrections are creative enough, they can change the drivable terrain elevation both at the entrance/exit on the high ground and on the ramp itself to a slope too steep to build a factory on, except for somewhere near the bottom. This would allow people to block the ramp with a factory only if they can defend it well enough to keep enemy tanks from piling up at the bottom and ramming through the factory.

This also serves the purposes of forcing tanks manufactured at that factory to climb the steep slope before they are able to influence the high ground, and delay attacking enemy units long enough for faster units to climb the secondary ramp and flank them from the high ground. Whether either of these will realistically be possible in a game depends on how much of the high ground that player can influence, and what types of tanks the players choose to research, design, and manufacture.

In my opinion, all of this would preserve the original look and feel of the map minus the existing imbalances. Remember, we are making corrections to these maps, not completely redesigning them.

Edit: This also forces the attacking player to build his factory on the defending player's low ground in order to block the ramp.

Re: 2c-Highground map mistakes and corrections

Posted: 31 Jan 2014, 07:13
by RBMW-Collector
NoQ wrote:
what's the problem with blocking middle passages?
The problem: the side which units is produced by factory is the same for both players. No matter how you place the factory! It produces units dawnwards.

Re: 2c-Highground map mistakes and corrections

Posted: 31 Jan 2014, 14:01
by Hesterax
RBMW-Collector wrote:
NoQ wrote:
what's the problem with blocking middle passages?
The problem: the side which units is produced by factory is the same for both players. No matter how you place the factory! It produces units dawnwards.
I agree. Sad you can't change the direction of the factories. On a landscape map it would probably be a bit more balanced as the side that the units come from is the same.

And by the way, I think you meant to say "downwards". :)

Re: 2c-Highground map mistakes and corrections

Posted: 31 Jan 2014, 17:11
by RBMW-Collector
Here! Last corrections of the map

Re: 2c-Highground map mistakes and corrections

Posted: 31 Jan 2014, 17:19
by Hesterax
Hmmm...
This topic seems to have moved from improving the with of chokepoints and balancing access to different points on the map into balancing the positions of the oil derricks.

Re: 2c-Highground map mistakes and corrections

Posted: 01 Feb 2014, 00:39
by Per
Hesterax wrote:Sad you can't change the direction of the factories.
You can...

Re: 2c-Highground map mistakes and corrections

Posted: 01 Feb 2014, 06:06
by NoQ
Hmm btw yeah.

Re: 2c-Highground map mistakes and corrections

Posted: 01 Feb 2014, 10:31
by Hesterax
Oh... :oops:

Re: 2c-Highground map mistakes and corrections

Posted: 01 Feb 2014, 14:21
by RBMW-Collector
Per wrote:
Hesterax wrote:Sad you can't change the direction of the factories.
You can...
Yes, you can, but it changes nothing. Units be produced same direction. What, you don't know about it??

Re: 2c-Highground map mistakes and corrections

Posted: 01 Feb 2014, 19:45
by NoQ
What, you don't know about it??
Was it reported? Cause it is, at least, a graphical glitch, and we'd better fix this first instead of making bad maps as a workaround.

No, i never use this feature, and i can't check right now, maybe tomorrow. I'm always on fixed radar to get rid of minimap antialiasing, which looks better, but rotating the view becomes painful.

Re: 2c-Highground map mistakes and corrections

Posted: 01 Feb 2014, 21:20
by Cyp
Thought there was some shortcut to align the radar upsidedown, but don't remember.

As far as I remember, droids are placed arbitrarily next to factories by structPlaceDroid (or something like that) in structure.cpp. It's just luck that they happen to appear near the visible factory exit at the bottom (when the factory isn't rotated).

Re: 2c-Highground map mistakes and corrections

Posted: 02 Feb 2014, 04:34
by Legion
Control + arrow keys aligns the map in respective NSEW directions. You can force a factory to deposit produced units at a certain adjacent square by blocking all the others. Takes a trivial amount of trial and error to figure out.

Re: 2c-Highground map mistakes and corrections

Posted: 02 Feb 2014, 06:00
by NoQ
Thought there was some shortcut to align the radar upsidedown, but don't remember.
Well it doesn't really make the minimap anti-aliased unless it never rotated in the first place.

Code: Select all

/*find a location near to a structure to start the droid of*/
bool placeDroid(STRUCTURE *psStructure, UDWORD *droidX, UDWORD *droidY)
Hmm, should be easy to fix.

Re: 2c-Highground map mistakes and corrections

Posted: 04 Feb 2014, 16:41
by NoQ
should be easy to fix.
Oh lol. Much harder to test.
The thing attached below is still not working, i just want to take a break :stressed:

Re: 2c-Highground map mistakes and corrections

Posted: 04 Feb 2014, 22:59
by Cyp
Think getStructureBounds(psStructure) might be useful. And possibly the sides[][] array could be initialised independently of direction, later iterating using something like sides[(i + dir) % 4].