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Re: maps by NoQ

Posted: 25 Jun 2014, 19:40
by montetank
Hello NoQ- I opened this fantastic map in flame and changed your great waterfalls with the water tiles. Ok-i get the information with this water triangle correction. But i think, we can ignore this information. It looks much better. What is your opinion? I want to post some maps here without the triangle correction. My experience: If the area is large enough, we need no triangle correction. And the water looks much better. Thanks for the map, NoQ :-)

Regards

Re: maps by NoQ

Posted: 25 Jun 2014, 19:45
by NoQ
It looks much better.
Just seabed color should have changed, making the water less greenish (not sure what you actually did), probably would look better, didn't try.
triangle correction
Has no effect in 3.1 (as there are no triangles).

Re: maps by NoQ

Posted: 25 Jun 2014, 20:14
by montetank
I am speaking about the waves. I use Flame 1.29. the water looks very good- the water moves left and right. I can compile this maps without any problems. And afterwards i get the information with incorrect triangles. When i use the triangle-correction, the water looks dead. Sorry for my english, NoQ. I will send you your map with the other water in a PM tomorrow.

Re: maps by NoQ

Posted: 25 Jun 2014, 20:52
by NoQ
When i use the triangle-correction,
nothing changes in-game, unless you're on 2.x.
Here is a screenshot of what it was supposed to fix.
__________

P.S. Hint: afaik you can't attach files to PMs here.
It's ok to just put it into the thread.

Re: maps by NoQ

Posted: 28 Aug 2014, 19:25
by magnum-81
по руски кто нибудь понемает??

Re: maps by NoQ

Posted: 04 Oct 2014, 20:33
by NoQ
3c-Toxic

A wide 3-player FFA map with non-standard tile types (screenshots).

Re: maps by NoQ

Posted: 04 Oct 2014, 21:49
by themac
Tnx, I will give it a try. :)

Re: maps by NoQ

Posted: 03 Nov 2014, 22:11
by NoQ
3c-Fresh

A smaller, rocky mountains version of 3c-Toxic. Much closer to what i originally meant here (:

Screenshots [1] [2] - experimenting with richer rocky mountains cliff textures, now mixed with light-grey seabed(!) texture, which is actually very cool, but hard to find surrounding terrain to suit it.

Re: maps by NoQ

Posted: 03 Nov 2014, 22:32
by Goth Zagog-Thou
I like it! :)

Re: maps by NoQ

Posted: 07 Nov 2014, 17:36
by Iluvalar
NoQ wrote:3c-Fresh

A smaller, rocky mountains version of 3c-Toxic. Much closer to what i originally meant here (:

Screenshots [1] [2] - experimenting with richer rocky mountains cliff textures, now mixed with light-grey seabed(!) texture, which is actually very cool, but hard to find surrounding terrain to suit it.
Is it me or toxic was a classic 21 tile per power ratio map, and you changed your mind and built a 14 tile per power ratio map instead ?

I was just saying on irc that the accuracy bug change in DPS would have that impact on map design lol. Isn't that make the traffic jam bugs even more obnoxious doe ?

edit : I also just noticed you might not want to reduce the lenght between base when shrinking the chokepoint. You might want to design more longer corridor in your map for 3.1 (if you are to lose time on that :annoyed: )

Re: maps by NoQ

Posted: 08 Nov 2014, 07:05
by NoQ
Is it me or toxic was a classic 21 tile per power ratio map, and you changed your mind and built a 14 tile per power ratio map instead ?
Yeah, pretty much. Also, concave chokepoints are now even more concave. Moreover, oils were moved into an even more turtling position. So it's a deliberately very defensive map for long games. And i don't think that defensive games on a 80x80 map is really bad. That said, i've been defeated here by a tank army on howitzer phase once.

I'm not sure how exactly this works in FFA, when power would suddenly double up on one of the sides due to a temporary alliance against the strongest player (which would be the turtliest player), or death of one of the enemies (the biggest risk for a turtle who's not yet ready to come out). So i've no idea how to calculate power ratio - it might actually still be something along the lines of 28 (?)

P.S. Bugfix: add another generator per base (since we have 5 derricks), make wider borders (and scroll limits), fix misaligned lab on grey base, flatten base terrain a bit.

Re: maps by NoQ

Posted: 25 Nov 2014, 12:51
by montetank
NoQ wrote: 4c-TheParadigm

A single-player challenge for v3.1+, where you command the New Paradigm forces in a battle against the Project (and their sidekicks known as "the Venture"). You will have some scavengers on your side; they aren't very clever, but will provide a bit of distraction. The AI is based on NullBot v1.29 (MC, Hover and scavenger) with a few tweaks. This challenge is relatively easy, hardly took an hour for me to beat up.
I would like to see this challenge in the next 3.2 version. In 3.1 we have only 3 challenges. The paradigm is perfect. Your challenge Anchor is also very good. What is to be said against?

Re: maps by NoQ

Posted: 27 Nov 2014, 07:09
by NoQ
We usually merge new content at around beta-testing phase, when all the new mechanisms to support it are already stable. Now is too early i think.

Re: maps by NoQ

Posted: 27 Nov 2014, 21:37
by Tzeentch
Played a bit of toxic map, its decent and simple. I've played a fair amount of games on it and they've never gone into T2. Mind you highly aggressive style is my thing. The games are short due to the small map and contesting oil derrikz. Other players do cyborg and MG rushes 99% of the time. I stuck with cannon -> hypervelocity

"A smaller, rocky mountains version of 3c-Toxic. Much closer to what i originally meant here (:" does this mean toxic is\should be replaced by fresh? I notice the oil derrick positions are slightly more and moved. I think we could do with more 3 player maps as we've got loads of others. Barely any good 3, 8-10 player maps and I've looked at them all...

Re: maps by NoQ

Posted: 28 Nov 2014, 08:15
by NoQ
does this mean toxic is\should be replaced by fresh?
Not really, they're very different. And in fact, games may be longer on Fresh than on Toxic (assuming FFA diplomacy is played out properly). But yeah, we need more three-player maps.