A Sea Map idea

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JamesTQuirk
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A Sea Map idea

Post by JamesTQuirk »

All These Maps work Better @ T3 level start

ChaosTheory.jpeg
This map is a idea for Home alone/practice/time kill, u v's 8 bots, Piggy in da middle style, although it seems usable for multi, ( I have spare pc's, to set up, but alas no players), it is a Large (200x200) water map to give some time to build before, THEY come for u .....

Scavengers should be on , I turn off satellite build in menu, ( 8 bots nuking/lasering u at once is not pretty), if its not hard enough start with no base .... I have set up with a large base, because thats your headstart, before they come ....

I am using this map with with Nullbot 2.05 AI, ultimatescavs MOD, and Mech Mod is optional but it works. Nullbot Hover is most agressive, too many turtles is a nightmare that comes back to haunt u ....

On my Laptop (HP DV6 - 16GB Ram, I7, 512GB SSD ), sloooows right down and sometimes crashes if more than 4 "Insane" level & 4 Hard are used.... but 4 insane + 4 Hard seems be ok, I had 6 Insane running, But maybe I need more ram !!!!

Or maybe I should scale back on Oil, Size or space for bots to build, Also I am using height poorly I feel, for some cover 4 da bots, any sugestions are welcome, Anyone like to give it a go , let me know any probs and ideas ...

JamesTQuirk
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Last edited by JamesTQuirk on 07 Oct 2013, 01:31, edited 1 time in total.
JamesTQuirk
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Re: A Sea Map idea

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ChaosTheory2.jpeg
PS .. it was mentioned its a bit boxy, well yes its just a idea, a softer/warmer - rounder version, is here .... :)
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montetank
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Re: A Sea Map idea

Post by montetank »

:) Hello, captain :wink:
it seems my first post was not send.

Its a nice map and a great idea :)
I tested the first version (without bases) against the hover NullBot (hard).... no crashes. But there is a little mistake in the first version. The wheel-trucks on the islands (east and west) with the 4 oil-derricks are unnecessary because they do not build anything. Now i am starting to play the version 2 with bases. My first impression: The first one looks better.

Great Job, CAPTAIN

Regards
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
JamesTQuirk
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Re: A Sea Map idea

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The Wheelie trucks will build they are scavs, I am sorry I run UltimateScavs MOD as i mentioned, so I didn't try without, I just can't live without waves of scav helicoptors trying to bite me .... Maybe I should remove those ...
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Re: A Sea Map idea

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9c-chaostheorytest.wz
Here is my test Map of first one, U start with satelite view, even after denying in start menu, its handy to check sensor ranges, if u get a truck to destroy Satellite Uplink , a little, and stop, u turn it off, just what sensors see, rebuild it and u can watch the BOTS fight huge wars between themselves, that just miss u, while u panic ...... or giggle at the the scav heli's taking on bots players, and sometimes winning, I didn't see how they did it, but the scavs took on of the corners last game, I didn't think they could swim ....

But remember this Map works best with UltimateScavs MOD installed, or Scavs turned on... & NullBot AI Hover (NullBot: Extra personalities) addon

I feel the scavs are just in the way, to slow the hordes, but not always for long, and annoyance from buzzing heli's before u build any AA, and comedy relief as sometimes they can kick ass.


Also a earlier version, is this, See next posts
Chaos5way.jpeg
However not happy with ranges in that map, but it should work fine with "ordinary" scavs turned on, but I think these maps need Nullbots extra personality disorder ...
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Re: A Sea Map idea

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Sorry that 5way map was a bad edit by a grandson.... here is the right map ...



Children, like nullbot turtles are a worry if they have been quiet for too long, counterbattery can be hell ...
5wayfin.jpeg
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Re: A Sea Map idea

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Well, I have re-editing some of these, "Squared up" a few things and modified some oil more centrally ...
9c-Choas9BotHell.wz
Chaos9BotHell.jpeg
I also added some more cover in bot bases, to slow down sensor/arty sweep attacks working quiite so well, notice the sea oil platforms, they float !!

This isn't a nice map, it is BotHell !!!!
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Re: A Sea Map idea

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Here is Same map a little less oil at sea, more with bots, plus they get cover ...
9c-Chaos9_nice.wz
Chaos9Nice.jpeg
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Re: A Sea Map idea

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And the "pretty" round map, revised with extra bot cover..
Chaos9Round.jpeg
9c-Choas9Round.wz
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Re: A Sea Map idea

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"one more ....

The 5way with extra bot cover .....
5c-Chaos5botnice.wz
Chaos5Nice.jpeg
After some play testing (not avoiding mowing grass), I found that it was too easy just to roll over the bots sensor/art style, for all sides, so gave a little extra cover, seems to have made their bases a bit "sturdier" in all maps.
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Re: A Sea Map idea

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I have tested all these maps with - Contingency Mod v0.7.9 Bundle.wz

It works fine, Nice mod !!!!!


ummm, not really, the 5c worked ok, but bothell crashed twice, but in middle of hugh battles being attacked on 3 sides, so , maybe, its more ram, or a box to put it in, or something I am missing .....

Looking @ that problem .... It is a big one, infact a reinstall may be required, as of now WarZone refuses to work at all, even for shippped maps, hmmmm.

After installing Contingency, Warzone "failed to proceed", reinstalled, still didn't work, reinstall contingency, and everything fine again, just played Round9 Map, fine to end, but, contingencys weapons gave me a easy win, no hard fight, sad, need to fix this...
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Re: A Sea Map idea

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Hi Again... A new Map, but I think ranges are right, and I have improved bot bases, your base, more oil @ sea, this is a test map, it has Sat View (no Fog) from start even if u disable for bots, but it lets u watch game play logic work, and the bots can defend these bases. Just watching a 18 hour epic battle, running on other pc (win7 & still havent be able to rid my Xubuntu Warzone of Contingency), still ragin on, only 5 of 8 insane bots left, but a titantic bot fight, seen bases nearly taken, but won back, great fleets and squadrons fighting for control, fascinating ..... ( I issued cheats, sat in middle, in a near impervius base, cant wait to see whats happens when I actually leave Center...)
Chaos9REV.jpeg
But, the bots fight a bit harder it seems, amongst themselves anyway, by shrinking player 0 to center island, just out of contact with sea oil points, and moving oil more to "middle ground". Plays fine as standalone, may do a 5 player of the is map soon, I have 8 insane bots running on these maps, no crashing so far, watching bots, they "learn" to avoid u, if your AA / Ground Defense is good enough, and Will do complicated zigzag manuvers to go round to attack other bots or to attack u from a angle it thinks is going to be good ... With 8 insane bots this slow downs my PC, sometimes when big things are happening, a couple of frames per second is norm ...., while the battles rage.
9c-Chaos9REV.wz
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Re: A Sea Map idea

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Well, that Map seems to worked well, I have made a "Finished" map, I moved a few oils a little, and redifined bot bases, to what appeared to best layouts, Removed SAT, Please somebody tell if u have some thoughts of layout of these "firepits", but I am thinking the classic "clear,check,reload, and shoot anything that comes over the hill" , works here ..... Any thoughts on center, Square or round islands, Square is easy to build on, but is that the point ?, I will make a square island 9 player, and some 5 player versions.
Chaos9RPSH.jpeg
9c-Chaos9RPSH.wz
RPSH = Round Peg, Square Hole.....

When I finished the game on other PC, even with me cheating the last 2 surviving bots managed to get to rebuild units to finished them, usually its a Seraph walkover, so that surprised me, and watching bots fighting pitch battles, that usually meant that while they hit other bot with air/ ground forces, one of other bots attacked thier base, and sometimes finished them, interesting to watch.
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montetank
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Re: A Sea Map idea

Post by montetank »

Hello JamesTQuirk,

thanks for all your maps :)
As so often in 9-player maps there is a disadvantage for the bases in the corners..imo. They can fight for only 6 oil-derricks on the islands nearby. The bases N-O-S-W can fight for 12. And 16 oil-derricks for player 0 is to much.
I tested the map 3 times against strong Hover-NullBots. I first made some units and then i laid back and researched and researched until the python-lancers. Some upgrade and then 80 units and ATTACK. It was to easy :(

Before i started with the attack i used the deity-cheat to see, what was happend: All the bases in the corners where destroyed.

I think your 5-player-map Chaos5botnice is the best one. It is nice to play against 4 allied Nullbots. if you add 4 more oil-derricks for the bases 1-4 it could be a nice map for multiplayer-games :)

As usual: excuse me for the bad english

Regards
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
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Re: A Sea Map idea

Post by JamesTQuirk »

Hullo montetank !!, thanks for saying something the only feedbax i get here is grandkids, ( and I think they like things that explode ). Good points about oil will look at that, I was trying to see if playing with ammount of oil determines how much the bots get moving, and 16 is a lot for P0, agreed, but 6 years olds squeal loud when they lose....

So I can see making that less for most would be good. Maybe I've been sitting waiting & just watching for bots , to react too much ( 3 pc, 5 monitors, warzone everywhere u look somenights here), and not just kicking arse, I will look at that, and generate a map to specs u indentified, soon as I finished with a VTOL only map that is in my head, seen a post in another forum about that, got a map, sort of, but NullBot Turtle is only bot that plays, all other 2.5 & 2.6, Nexus, Semefri just sit there and sometimes get ate by scavs, but I think it is teaching me something about bot bahaviour, but its a waiting game, in all these maps, unless u start T3 level, and the bots will get in to it a bit faster, Maybe I should be a Bot Consellor !!, with a big EMP stick ..... ( when I grow up, and read manual)

Sometimes I refer to oil points as "fascinators" for the bots, they are not really, they do drive bot need for oil, but in some AI's I have seen, sometimes they used "bait/fascinators" to force Ai to act, sort of what I was looking for, but still not getting there, I was thinking about how I could "team" say 2 bot players, in diagonal corners/sides , to say.... hate humans, and I did for 4 pairs of human hating bots, I might be getting somewhere, So what do u mean about allied bots ?, can this be done, i need to find info on that, WHERE IS MY GOOGLE !!!!

Also strange is, on my games, almost always it is NSEW that die first and corners that survive, but it does change sometimes, trivia, maybe ...

Thanks Montetank