2c-Highground map mistakes and corrections
Re: 2c-Highground map mistakes and corrections
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.
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.
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Re: 2c-Highground map mistakes and corrections
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.NoQ wrote:what's the problem with blocking middle passages?
AKA Redemptor. Map designer
Re: 2c-Highground map mistakes and corrections
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.RBMW-Collector wrote: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.NoQ wrote:what's the problem with blocking middle passages?
And by the way, I think you meant to say "downwards".
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Re: 2c-Highground map mistakes and corrections
Here! Last corrections of the map
- Attachments
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- 2c-HighGround_cor2.wz
- (14.7 KiB) Downloaded 321 times
AKA Redemptor. Map designer
Re: 2c-Highground map mistakes and corrections
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.
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.
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Re: 2c-Highground map mistakes and corrections
You can...Hesterax wrote:Sad you can't change the direction of the factories.
Re: 2c-Highground map mistakes and corrections
Hmm btw yeah.
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Re: 2c-Highground map mistakes and corrections
Oh...
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Re: 2c-Highground map mistakes and corrections
Yes, you can, but it changes nothing. Units be produced same direction. What, you don't know about it??Per wrote:You can...Hesterax wrote:Sad you can't change the direction of the factories.
AKA Redemptor. Map designer
Re: 2c-Highground map mistakes and corrections
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.What, you don't know about it??
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.
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Re: 2c-Highground map mistakes and corrections
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).
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
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
Well it doesn't really make the minimap anti-aliased unless it never rotated in the first place.Thought there was some shortcut to align the radar upsidedown, but don't remember.
Hmm, should be easy to fix.Code: Select all
/*find a location near to a structure to start the droid of*/ bool placeDroid(STRUCTURE *psStructure, UDWORD *droidX, UDWORD *droidY)
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Re: 2c-Highground map mistakes and corrections
Oh lol. Much harder to test.should be easy to fix.
The thing attached below is still not working, i just want to take a break
- Attachments
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- fail-to-fix-placeDroid.patch
- Still buggy
- (4.77 KiB) Downloaded 319 times
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Re: 2c-Highground map mistakes and corrections
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].