2c-Arena #22

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What do you think?

It's nice as it is!
11
69%
Good, but needs improvements (Please Post)
3
19%
It can be good with more work (Please Post)
2
13%
GTFO! It's horrible!
0
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Total votes: 16

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Olrox
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2c-Arena #22

Post by Olrox »

Olrox wrote:Why sleep at night when you can make a map?

As one of the commanders from the Project, you must improve your battle tactics to defend your faction's goals and increase chances of success on your missions to a maximum. For that purpose, the Project has built several arenas, simulating realistic terrain with a decent degree of detail and distribution of resources over the terrain. This is one of those arenas:


I present you...

~Arena #22~
(oooohhh :suprised: )
Arena 22 announcement.png
That's it, occasional ladies and usual gentleman. I highly recommend seeing it with you own eyes! This one is ready to go: (Please vote on the poll! Even your indirect opinion can help the map to improve :D )
2c-Arena_22.wz
Comments and improvement suggestions are welcome as always! :D

Have a good war!

~Olrox
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Per
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Re: 2c-Arena #22

Post by Per »

I get tons of errors loading this map, too, complaining about misplaced features. Map editor issues?
Dylan Hsu
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Re: 2c-Arena #22

Post by Dylan Hsu »

That error usually occurs when you either place features from the wrong setting in your map or their bounding spheres conflict. (Turn on view bounding spheres in EditWorld and place a few features and you'll see what I mean.) You can't clump a bunch of trees or pylons together, for example.
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Olrox
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Re: 2c-Arena #22

Post by Olrox »

Per wrote:I get tons of errors loading this map, too, complaining about misplaced features. Map editor issues?
Hmm, I guess I know what's happening. You're using trunk version, right?
Probably it was some 45° rotated derricks or 90° rotated base structures I've added :stressed:
This will be easy to fix, I think... anyway, I didn't add any feature at all on this map O_o
Michal
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Re: 2c-Arena #22

Post by Michal »

I just played it on beta 10 and it was ok. Pretty cool advanced bases, I like the idea of sensor turrets watching the passages :)
KukY
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Re: 2c-Arena #22

Post by KukY »

Olrox wrote: I didn't add any feature at all on this map O_o
So how do we get oil? O_o
xD
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Rman Virgil
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Re: 2c-Arena #22

Post by Rman Virgil »

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Olrox wrote: I didn't add any feature at all on this map O_o
KukY wrote:So how do we get oil? O_o xD
Haha.... good one, KukY. :)

Oil resources are indeed classified and function as Features.
Olrox wrote:
Hmm, I guess I know what's happening. You're using trunk version, right?
Probably it was some 45° rotated derricks or 90°.........
Haven't had a chance to check this one out... but curious about your reasoning for placing Derricks instead of just the oil resource-feature ?

Regards, RV :cool:
.
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Olrox
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Re: 2c-Arena #22

Post by Olrox »

Rman Virgil wrote:
KukY wrote:So how do we get oil? O_o xD
Haha.... good one, KukY. :)

Oil resources are indeed classified and function as Features.
:cool: Where are your imagination, folks? For me, oil resources are all-special, separate from earthly, regular features ;)
Rman Virgil wrote: Haven't had a chance to check this one out... but curious about your reasoning for placing Derricks instead of just the oil resource-feature ?
Well, if players want bases or advanced bases, they don't want some of the repetitive work. Building the bases' oil derricks is something that the player really don't have to make an effort to do - all different from the resources outside the base, of course.

But hey, I wouldn't just place some normal derricks now, would I? Freaks like me usually want to make little things like that in a different, original way - that's why I've rotated all the oil derricks (but not the features) 45-degree.

The most intriguing is that, as well as Garond Valley, this map is running fine with no errors at 2.3 beta 10 O_o
Rman Virgil wrote: Regards, RV :cool:
.
Glad to see you here, Rman! Well, if you find the time, please test it - after spending the whole night making the map, I've played 2 skirmishes and went to sleep when I couldn't select my trucks anymore( :rolleyes: ), so I guarantee it's worth the time :D
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Re: 2c-Arena #22

Post by Rman Virgil »

Olrox wrote: :cool: Where are your imagination, folks? For me, oil resources are all-special, separate from earthly, regular features ;)
Hehe... I actually agree... regardless of how the game is coded.
Rman Virgil wrote: Haven't had a chance to check this one out... but curious about your reasoning for placing Derricks instead of just the oil resource-feature ?
Olrox wrote:Well, if players want bases or advanced bases, they don't want some of the repetitive work. Building the bases' oil derricks is something that the player really don't have to make an effort to do - all different from the resources outside the base, of course.

But hey, I wouldn't just place some normal derricks now, would I? Freaks like me usually want to make little things like that in a different, original way - that's why I've rotated all the oil derricks (but not the features) 45-degree.
Makes sense. The reasoning and the naturally artful disposition. ;)
Olrox wrote:The most intriguing is that, as well as Garond Valley, this map is running fine with no errors at 2.3 beta 10 O_o
Honestly.... that scares me most with Complex Mod-Maps like WS 2113 that take months and months to make. Actually, it's been a concern of mine since last summer which is why I'm sticking to mostly pure Mapping for now (any binary incompatibility issues are much easier to diagnose and fix, for one.)

Olrox wrote:Glad to see you here, Rman! Well, if you find the time, please test it - after spending the whole night making the map, I've played 2 skirmishes and went to sleep when I couldn't select my trucks anymore( :rolleyes: ), so I guarantee it's worth the time :D
Likewise &, I surely will. xD Tonight after I do some more stuff on Aqua Co-op I'll take a break and play this map of yours and share my thoughts on the experience.

There's been an explosion of map making since folks started using Flail13's FlaME and I'm definitely behind in keeping up with all the new releases. But all this bursting creativity is great to behold. :3

I also do like very much a good 1 vs 1 map (I think of them as pure "Mano a Mano" enjoyable struggles... something of a cross between Chess and Arm Wrestling) and, frankly, there are not many out there.

Btw, which Skirmish A.I. are you using - stock or DylanDog's DyDo ?

Regards, RV :)
.
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Olrox
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Re: 2c-Arena #22

Post by Olrox »

Rman Virgil wrote: Btw, which Skirmish A.I. are you using - stock or DylanDog's DyDo ?
Stock. I didn't separate time to test DyDo at all (I don't even play many skirmishes usually, more often it's MP with select friends - making agreements that would be otherwise impossible to make sure that are respected), and didn't pass the test of faith to start using it instead of the standard.

I got into mapping 3 weeks ago or something like that, I still need to familiarize with the involved procedures. To my delight, people seem to like my maps even if they are supposed to be the very "Fail and learn" stuff, the bad 90% of my maps (you know what I'm talking about, surely :cool: ).

However, if the procedure is simple I may have a streak of inspiration to change my AI to try DyDo. If it's complicated, I'll need a cup of coffee as well ;)
Is it as simple as using a mod or something like that?
KukY
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Re: 2c-Arena #22

Post by KukY »

Olrox wrote:Is it as simple as using a mod or something like that?
Even simplier.
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Olrox
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Re: 2c-Arena #22

Post by Olrox »

KukY wrote:
Olrox wrote:Is it as simple as using a mod or something like that?
Even simplier.
My god.
Well, I've already had that cup of coffee anyway (I guess I'll have another one anyway). That's a really good thing here on Brazil - we've got plenty of top-quality coffeee, with cheap prices. Good for Homo Caffeas Sapiens Caffeas like me xD
Well, I'll kick off the laziness and forget the topic reply notifications for a little bit to try and fix those maps.
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Olrox
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Re: 2c-Arena #22

Post by Olrox »

Oops, forgot to post it here before.

Anyway, I've deleted the oil that I suppose were causing the problems, in addition to the rotated buildings. Can someone try to run that in trunk? Trunk won't work properly on my typewriter here.

EDIT: Uploaded new version to the first post.
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Rman Virgil
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Re: 2c-Arena #22

Post by Rman Virgil »

.

Kwel... I'll try your latest iteration with DyDo and report back tomorrow.

I've had Java from your neck of the woods. Good stuff. :)

Yea.... 90% of my stuff is crap... but it's the natural course, a journey I enjoy, on the way to
that 10% that ain't crap. ;) One of my favorite Sci Fi authors, John Varley, called one of his story collections, "The Persistence of Vision" and that says it all for me (great lead story too.)

- RV :ninja:
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Olrox
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Re: 2c-Arena #22

Post by Olrox »

Rman Virgil wrote: Yea.... 90% of my stuff is crap... but it's the natural course, a journey I enjoy, on the way to
that 10% that ain't crap. ;) One of my favorite Sci Fi authors, John Varley, called one of his story collections, "The Persistence of Vision" and that says it all for me (great lead story too.)
Well, even if that's true, the more you produce, the bigger is that 10%, isn't it? :D
Hmm, I need some quality literature, to improve my own vocabulary and earn some citations :cool:
Dylan Hsu wrote:That error usually occurs when you either place features from the wrong setting in your map or their bounding spheres conflict. (Turn on view bounding spheres in EditWorld and place a few features and you'll see what I mean.) You can't clump a bunch of trees or pylons together, for example.
I forgot to directly comment on that, accidentally.
I think that's the exact problem with Garond Valley: some misplaced trees. In this one, I didn't use features other than Oil resources, though.
That's why I think the problem could be with the rotated Derricks maybe (the oil resource itself wasn't rotated 45°, maybe that's a problem in trunk - but in 2.3 betas or 2.2 releases, it ain't).

You devs might want to (actually I'm pretty sure you already are) investigate what's causing the runk to crash with this, not like the releases. Rotated features, small structures, scav buildings and this kind of thing are really nice, and I didn't notice any problem with those while playing on 2.3b10.

Thanks from this very moment,

~Olrox