Significant Changes I made Over-and-Above Features Provided By The Two Source Maps:
These are the things I tried to improve upon in my version of the combined maps.
- Given how mountainous the perimeter of the original Sk-8c-ThePit map was, its center was abnormally and conspicuously flat. There wasn't much to explore, scout, or capture, and hardly anything worth fighting over in the middle of the map (just 4 individually placed oil resources). The original Sk-8c-ThePit map had no Scavenger support, because we couldn't have Scavengers on a 8-player map back when it was created. My idea was to fix all of these things by dropping the central mountain from the Sk-4c-Basingstoke map down in the middle of a much larger version of Sk-8c-ThePit, and then I wanted to level up the Scavenger defenses a notch or five to make it a considerably risky mission to take them out early. However, ...
- The central mountain from the Sk-4c-Basingstoke map has a diameter that is nearly the same length as one side of the original Sk-8c-ThePit map; it also has 8 plateaus, and was designed for only a 4-player game. This meant I needed:
- a much larger version of the Sk-8c-ThePit map.
- a central mountain with 8 different access points and trails that were spaced correctly so as not to give anyone an unfair advantage
- a central mountain with a much smaller diameter than the one in the Sk-4c-Basingstoke map
- a central mountain with perhaps fewer plateaus than the one in the Sk-4c-Basingstoke map
- oh yeah, and I had to figure out how to do the same cliff elevation optical illusion that Pumpkin Studios had so sneakily pulled off.
- and furthermore, since the Sk-4c-Basingstoke map used the Arizona tile set, I would have to re-tile the entire mountain manually to make it look somewhat as beautiful as the original Sk-8c-ThePit map I was basing my map design off of.
- Apparently, map sizes had smaller tile limits back when the original Sk-8c-ThePit map was created. Since each player base was danger-close to the next, and since the "back channel" paths between player bases were also too confined to move units through efficiently, I extended the total size of the map from its original 193 x 193 to 249 x 249. This naturally extended the distances between each player base. And having more total map space, permitted me to widen the "back channel" trails between player bases. I still left choke points that could be easily defended. And while I did all of this extension around the perimeter of the map, I also added more areas of contested oil resources for players and/or AI to fight over between each player base.
- The much larger map dimensions meant I could use a central mountain with 6 plateaus (down from 8 plateaus) that the Sk-4c-Basingstoke map used. But I basically had to redesign the whole mountain anyway, because it required 8 access points and trails. I cheated like crazy! I only designed 1/4 of the entire mountain and then I copied and pasted it 3 times, rotating and flipping the copied parts as required. So we ended up with a much more symmetrical mountain than you would find in nature, but I also spent 75% less time creating something basically from scratch.
- I spent the most time on the getting the elevations of each plateau correct, and their deceptive pitch angles, along with the grades of the trails up the mountains and entrances to the player bases. I'd like to think my mountain illusion is less noticeable than the one produced by Pumpkin Studios in Sk-4c-Basingstoke, thanks to some clever math, and the Smoothing function in Flame. But you all will be the judge of that.
- I also widened the main entrance to each player base so that a player's forces could egress more efficiently. Unfortunately, a notable downside to this entrance widening is that the NullBot AI will tend to defend his main base entrance by constructing hardpoints in the middle of the road, which 100% defeats the purpose for my widening of the entrance.
At least we human players will have better entrances to launch our forces through!
- I've sacrificed some aesthetic choices Pumpkin Studios made when they created the incredibly beautiful Sk-8c-ThePit map, in order to allow better and faster base construction and faster unit speed within a player base, as well as better unit pathing in between player bases. Pumpkin Studios had prolifically used Rubble tiles as the more-or-less flat surfaces within player bases, as well as the "back channel" pathways between them. This dramatically impeded unit movement rate. Instead, I transitioned the terrain from: the surrounding snowy mountain tops, to their cliffs, to the rubble at the base of palisades, to sandy brush, eventually giving way to a concrete surface that we could build a base on and move units on more efficiently. The "back channel" pathways have no concrete and only use Sandy Brush so they are faster than they were on the Sk-8c-ThePit map, but they are still slower than concrete.
- I increased the total oil resources on this map to considerably more than double those that were provided by the combination of the two source maps. Even still, we are no where near the range of max-oil. Both original maps were very low oil resources and this one is squarely in the medium resources range.
My WZ2100 Background Bias Has Definitely Impacted This Map's Design (hopefully not adversely)
I have to give everyone fair warning upfront.
I HAVE NOT PLAYED ANY WZ2100 VERSION PAST v3.2.3! In fact, I tend to go backwards and not forwards in my WZ2100 versions. Why, you may ask? Well, one of my personal pet peeves was when someone had the idea to make the Seraph Missile system a
direct fire weapon, which IMO royally screwed up the graphics of how both the Seraph and Archangel missile system projectiles appear onscreen when they fire their salvos. So my being stuck in the past may or may not impact how you experience this map in whatever WZ2100 version you play, against whatever AI you play against, or with whichever mods you use with it. But I have only tested this map up through v3.2.3. I did download and install the most recent build and confirm the map loads and I saw no errors, but I didn't play it in that version. Your mileage may vary, but I suspect things will be just fine.
Current Map Project Status:
I have finally completed my intended design for this map project that I actually started working on waaaay back in 2010. I realized back then it was going to be some work, and I was quite overwhelmed at first. But lately, I've played a lot of single player WZ2100 Skirmish against different AI scenarios and I've really desired having
this map to play on. I've been play testing it for about 1 week now, and I think that NullBot AI does well enough on it.
- The map's overall intended design is 100% implemented.
- I have only applied minimal aesthetics or variations to each Player Base. I'm trying to balance the aesthetics with leaving enough room within a player base for the I-want-to-build-everything-in-a-neat-base type of players, like myself.
- I actually use the dark roads in each player base tell me where to build my buildings when I play through. I'll upload a screen grab of my base on my next play through, so you can see what I mean. For now, I'm leaving the roads there as references so when I go to add more aesthetics later, I make sure we can still build a complete base.
- I haven't placed any base structures or defenses yet in player bases for the Advanced Bases setting. I wanted to see how the AI would defend the Gates I defined 1st, and I thought getting player feedback would valuable for this. However the base structures will be place somewhere along the existing road tiles in each base.
- I haven't applied any aesthetics (elevations or tiles) to the intermediate terrain between the 8 Player Bases and the large, central mountain peak. I wanted to be sure I'm 100% done adjusting the size of the middle Mountain 1st.
So I hope others will download and play through this map and leave some feedback comments!