July 8th EDIT:
I've removed 4c-AquaCoop Human MP pending the opportunity in late September to thoroughly balance test it when my LAN crew re-convenes for gaming. Alas, this WZ`community is not at all up to that challenge, it's as clear as a harvest moon.
However I will continue the development of the unplanned for until 2 weeks ago, SP SKI 4c-ManGodAi4X. Page 14 explains this new 1 vs.3 a.i. version as well the basis for my decision to remove 4c-AquaCoop Human MP from this purview.
July 5th EDIT:
All Human Players MP Version Beta 9C here:
http://www.filedropper.com/4c-aquampbeta9c
This MP version corrects most, if not all, the console errors logged by Josh's test running on Linux. These had absolutely NO impact on loading or playing.... I corrected them as a matter of principle & dedication to impeccable craft.
I'll do likewise to the SP Skirmish version & post a new beta soon.
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July 6th EDIT: Again, more major changes to this SP SKI version.
SP Skirmish Beta 9a version Uploaded..
http://www.filedropper.com/4c-aquaskibeta9a
This SP Skirmish version corrects most, if not all, the console errors logged by Josh's test running on Linux. These had absolutely NO impact on loading or playing.... I corrected them as a matter of principle & dedication to impeccable craft.
IN ADDITION......
Yea baby ! Solved the Ski A.I. issue. Why it even cropped up is beyond me because one of the major goals of this project was to keep it stock while pushing the design envelope with NO modding of any files - including the A.I. .slo & .vlo ... and yet a serious Ski A.I. problem came up... Well, it's fixed so I guess that is all that matters.
In any case, this SP Skirmish Beta v.0.9a will be the last Beta release.
I can now adequately test for balance without any help whatsoever and thus the next release will be v.1.0 in the Showcase BB & Addons (though I frankly see no discernible practical difference between posting here or there... except, ironically, there is quite noticeably more polished work posted here.)
Even though I will be making further balance tweaks to this SP Skirmish version the aesthetics of the map & its game play are both spectacular - by MY standards as a player, mapper and modder of the game since the year of its retail release. My standards are very high, clearly & objectively defined with not an iota of misrepresentation as seems to be the norm these days for reasons I cannot fathom nor can I relate to in any way.
---------------------> As for the All Human player MP version - the Beta 9C UL will look to be my last posted version until sometime in September when my LAN buds get together again and will surely help me get to the best balance state I can not seem to get in the way of needed feedback here. Some are real Pros too - pros as in they make their living in the industry working 60-80 hour weeks during pre-retail release crunch time..... and not because they simply play MP and have self-anointed themselves "Pros".
ALSO: see page 13 for specific testing guidelines & suggested set-ups for each.
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This map is an adaption of a new campaign map I made a couple years back called Crash.
It's being made entirely in Flail13's New Map Editor.
I have lots more work yet to do before it's even ready for full-bore, open beta testing; however......
As the title intimates, it is to be 2 vs 2 Co-op solely - I'm not even sure I'll make any concessions for it to run optimally against any Skirmish a.i.. In other words I'm thinking strictly, for now, in terms of MP with all human players.
Besides all the usual stuff yet to be done, because the map landscape is totally asymmetrical with a preponderance of water beyond the norm in WZ maps, one of the biggest challenges will be to properly balance the primary start base platforms and the secondary forward base geographic opportunities relative to 2 vs 2 and, what I call, auxiliary "escape-hatch" geographic opportunities, and "tricky resource cache" opportunities.
That said....
The reason why I'm even posting at this stage is because I seek feedback on what players who are into Co-op MP would like to see in a map dedicated to Coop game play and I will endeavor to go about implementing-integrating those suggestions within the framework already outlined as I continue to work on 4-c Aqua Co-op.
I'm not sure how much you can glean from the Map Editor screen cap below but if it suggests thoughts or queries that range outside the explanatory black-box above, you are welcome to share those as well and I will respond specifically, as best i can.
One thing I am trying to stay away from is embedding any scripting because I wanna keep this within the realm of mapping and NOT a Map-Mod (these take way more time than I have these days, for one.)
Mitaguyasin, RV
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