Maps by Fussel

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Fussel
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Maps by Fussel

Post by Fussel »

Hello Folks,

now where most Members may have seen my introduction and my 2nd map can begin beeing tested i changed the introducing text to a summary with links of my maps. As ever: Comments are welcome.
Much fun playing and testing my new map Radinow-Ruins.

News:
(last update 22.08.)
5. New Map-idea born. Next map will become a 2-player map called "Wasted-Dog". Will become a 1-oil for all player map.
6. Added some simple ingame pictures but no action-pictures, just landscape.
7. Started work on Wasted-Dog and presenting a first scribble.




Maps:

Map 1: Fluffyfight
(this post, just scroll down a bit)

Map 2: Radinow-Ruins
viewtopic.php?f=10&t=9608&p=108177#p108177

Fluffyfight
2c-Fluffyfight.wz
Fluffyfightmap.png
FluFiPics.png



Description:
Fluffyfight (final version)
2-Player Map, highly strategical design
3 Oil in each base, 8 Oil outside in most strategic positions.
My favorite settings: 0 lasersat, 1 sciencelab, 0 satlink, low energy (cause of strategic landscape, balance between turtle and swarm and have use of extra-barrels)

:lecture:
First outer Oil in front of the base on a little hill which is very importend for crontrolling lowground befor base.
(There is no was to sensor out the lowgroung from base without loosing important defence postitions, becoming extremly voulnerable for hoverattacks coming from pass)

2 Oil in center positions on low-ground.
Both in scavanger base well protected at the only landbridge between players territory but are in positions attackable from every direction. Hard to defend.

2 Oil on medium-ground only reachable by hovers and in importend strategic position controlling the landbridge.

2 Oil on a rock island between both players just reachable by vtol transport. Importend strategic postition controlling the bay and preventing fast hover and vtol strikes.

Scavangerbase protected players for early-game rushes and garanties some time for building up defending positions and beginning specialisation on chosen techs.

All strategic importend positions do have some oil barrels for the first player who conquers, the later reachable the more barrels giving a build-up boost in the beginning and forcing the players to manuever early and spreading the research on all propulsions.

Loosing the outpost on first oil outside will mean loosing the whole lowground. To bombard the lowground you have to make use of hover-sensors.

There is no possibility to sensor out the enemy base so you have to make use of manual vtol attacks, hover bombard or punishing main entrance (but which is easy to defend).

There are many reafs for hovers to hide playing a importend role for controlling lowground.

I have tried to calculate all distances that way you have to operate with all units for success and make use of different strategies and multiple operations. Just spamming tracks or bots will be selfdestructive because landscape is build for strategic scouting with importand subtargets, but you will see when you play.

To create a map that looks far more natural i have created some kind of sets of prebuild parts with fixed points to concentrat more easily on strategical position without wasting too much time for this and that. If you are interested in let me know, then i will explain the fixpoints and give you some examples.

Important
Base-buildings are not symmetrical!
Used for Singleplayer-skirmish because the KI is not able building up strategic defens. If you want the KI starting with strategic defens use settings: full base.

Multiplayer, dont forget settings: trucks only



Much fun!
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Last edited by Fussel on 22 Aug 2012, 21:41, edited 11 times in total.
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Berg
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Re: Maps by Fussel

Post by Berg »

To get more interest you should post a screen shot of the mini map and a screen shot ingame thats helpfull
Last edited by Staff on 22 Jun 2012, 03:17, edited 1 time in total.
Reason: fixed title
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Giani
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Re: Maps by Fussel

Post by Giani »

Nice description, but an image is worth 1000 words ;)
Last edited by Staff on 22 Jun 2012, 03:17, edited 1 time in total.
Reason: fixed title
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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Fussel
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Re: Maps by Fussel

Post by Fussel »

After now completing this map, i would be very glad if you would have some little time playing this map and giving a feedback to me.
What do you think about the balance between hover and track or between different strategies?
What is your opinion about the oil-locations and oil-number?
Do you make use of asymetric base design for singleplayer?
Do you like the landscape design and the scale of the map?

Every comment is welcome.
In my topics you can find all new information and relevant links always in the first post.
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Iluvalar
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Re: Maps by Fussel

Post by Iluvalar »

The power is a bit low. But it's ok because there is a lot less map with lower oil than there is with high oil. So why not a 5oil per player :) .

I'd say it impressively good for a first map. Well done ! The distances are good, the choke points are good.

Only one bad point : there is pretty much only one path. So it's easy to follow the guide lines and make something decent out of it.

Also, but I will not count that in the final note, you seem to have spent much more time on hover propulsion paths than necessary. There is some that are much more longer than the others, it would be very surprising they would have a real use in the gameplay.

Because of that single path, and so the lack of originality in the game play, I need to remove you a lot of points : 3.7 .

However, you have all the technical skill to make top maps, I'm looking forward for more. :)
Heretic 2.3 improver and proud of it.
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aubergine
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Re: Maps by Fussel

Post by aubergine »

I've not yet played the map but just wanted to congratulate you on the images posted. You obviously have an eye for aesthetic design and theatric poise, it is clear to see from the framing of your map images. I'd encourage you to have a try at making cinematics at some point, I think you'd be very good at that also.
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Merowingg
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Re: Maps by Fussel

Post by Merowingg »

Yes I was touching my screen with my nose to look at the prewiew :lecture: I think white dots are at the south ;)

Iluvalar :) even if the 2 oil per player map appear, many people here would not only hug him but also make a hero ;)

Welcome on the forum Fussel :)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
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Fussel
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Re: Maps by Fussel

Post by Fussel »

Hi,

thanks for comment. Try to make my best to design maps that can give you a intense game feeling and hope that you all can have some really nice hours playing it, not only having a battle more feeling with it.
I myself always prefer maps that has changing landscapes to offer because meanwhile you play, depends on how long a game needs, you often look long time on the same tiles. Maybe because, as far as you have noticed, i like low-oil maps, they slow down the match and offer time to plan some strategies and make it more different to change the specialized technologie so that you are forced handling that techs you have chosen in that way you can make the best out of it.
But as much gamer on the world are playing those games as much affectations there are. There are player who likes to build dozen to dozen units and loves to operate tactical with very large armies as well as there are player who like to make use of guerilla tactics, hiding and surprising actions and it is very very difficult to make maps that are loved by every player. But that was not my point for this map. The only point was to create a map that you can spend some nice time playing on it.

An Idea for the next map is also born, it will be called "radinow". Maybe you can guess what it would looks like?^^
But at the moment there is just the idea of it and a preplan for main-land design. But i can disclose that it will become a 4 player map given more attention to intense and actionfilled vtol-transport operations. Therefor it will become a bit more oil but also more spreaded.
And, that will glad iluvalar, there will be 3-5 track-paths.

Future Map:
Radinow
(begin of design)
radinow-deve-1.png
like always i would be glad about questions, comments, suggestions, wishes, every thing that comes to your mind.

Here you can have a first impression of the player-base with all relevant ground data. Its just a first idea of it, most probably there will be some small changing here and there. Main idea is a U-formed base. Hover-entrance is set 20 tiles longer then trackentrance and inside the mainbase giving room for fast sensor-out operations reducing safe buildingground about ~50% during operation but therefor in horrible tactical position, until attacking player holds the special-structure.
With special-structure high-ground (later introduced) every players base can be sensored out (from mk3 upper) by 40% including 100%hover- and 75%track-entrance-defens giving most attention to that player who actually holds the special-structure, but maybe i build in a unscanable outter range track-path sensor out position to weaken coming enemies with bombardment and automatic vtol attacks forcing attacker to split secondary or prime offensive troops with airdefens. An idea based on the RTS-game-mode king-of-the-hill.
radinow-base-scale.png
The scale of the map is set now, what a luck that 250 is possible. 270 would have been better but what in the world is perfect^^
The trackspaths will become long and far splitted to raise the difficult to correct false strategic movement of tank-platoons but just that far that it should be possible to fall in the attackers back not a second to early.
radinow-ob1.png
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Fussel
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Re: Maps by Fussel

Post by Fussel »

I am glad to present you the first finished schematic map of my new arena, telling you that the next phase had begun and will be pleased to present you the first 3 dimensional pictures next days.
If you have some doubt on some landscape elements post it and i will have a closer look on it.
radinow-p2.png
radimin.png
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Fussel
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Radinow-Ruins

Post by Fussel »

Radinow-Ruins
Main-Data:
Scale:250x250
Oil: 4 x 5 + 16
Player:
-2 in base
-1 at frontpost
-2 outter defens hover islands
Map:
-8 Vtol-islands in the edge
-4 Vtol-mountain (inner)
-4 Centerstructure Vtol

Recommend Settings:
-Scavangers on (must have^^)
-no AI (cause Vtol-design)

Minimap:
Radinow-Ruins.png
Ingame pictures:
Radinow-Showcase.png
Download:
4c-Radinow-Ruins.wz
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Last edited by Fussel on 22 Aug 2012, 02:06, edited 3 times in total.
In my topics you can find all new information and relevant links always in the first post.
sg1efc
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Re: Maps by Fussel

Post by sg1efc »

:shock: I figured that it would take map makers a lot of effort and work to create maps, but the details above make me think it's even more time and effort than I thought. Not to mention creativity. Thanks a lot Fussel. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
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Fussel
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Re: Maps by Fussel

Post by Fussel »

Back at work, had a lot much "have too's" last month but i hope i can finish the map next weeks.
The final version is now ready for download but the pictures are yet still missing.

@sg1efc
You can make maps fast and you can make slow, and you can make very slow^^
Most maps i create take more months then weeks. The first small map i made for this forum had needed a total workingtime of maybe 80~100 houres. But just because i have planed every single tile and set every highpoint and tile by my own hand. Sometimes the creation of a simple 10x10 block needs 1h.

edit:
have shot some first simple pictures ingame for you to become a small impression what the map looks like but there are no action-pictures.
In my topics you can find all new information and relevant links always in the first post.
sg1efc
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Re: Maps by Fussel

Post by sg1efc »

Fussel wrote:@sg1efc
Most maps i create take more months then weeks.
Wow :shock: :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
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Fussel
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Re: Maps by Fussel

Post by Fussel »

Hello,

i decided to start the work on my new map "Wasted-Dog". I hope you will not miss some action-pictures of my last map but my new idea of a 1-oil map is that much interesting for me that i cant wait any longer trying to create such a map. The idea is to create a map that the samestrategic like tactical (yes, i know it is a rts game and not a tactical ops game). Maybe you have some fun between dozens of games playing a much more tactical one for fun.
Like the map befor i will document a few of the steps in the progress. This time for example the creation of a new kind of 10x10 prä-build tiles that came to my mind thinking about the story of this map.

What will Wasted-Dog become like?
-2-Player, each with a simple Base but with good defending buildings.
-A medium army with all kind of weapons for tactical operating.
-1-oil in a hard to defend center position, a must have for win.
-2 spreaded oil barrel scav-bases with a lot barrels for a significant strenghening potential.
-Many paths to enemys base, each with pros and cons and unable to be all protected.

Thats the idea^^
In my topics you can find all new information and relevant links always in the first post.
sg1efc
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Re: Maps by Fussel

Post by sg1efc »

Sounds interesting Fussel. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)