2c-MtnValleyBat

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WarTux
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2c-MtnValleyBat

Post by WarTux »

Mountain Valley Battle - A 2-player Map

Whenever I play a skirmish game, one of my favorite ways to play is the "marching" style in which you slowly encroach on your opponent in one direction, capturing oil and territory and bringing units to the front lines. :ninja: For my next mapping project I decided to create a such a level.

Latest Release

See thread in "Showcase"
Last edited by WarTux on 23 Jul 2010, 19:45, edited 3 times in total.
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Rman Virgil
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Re: 2c-MtnValleyBat

Post by Rman Virgil »

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I like this type of head to head marching game play too. It has the strong feel of focusing single-minded on a quest with dangerous adventure all along the way. :)

Look forward to see how you execute the details.

- RV :ninja:

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Re: 2c-MtnValleyBat

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Rman Virgil wrote:I like this type of head to head marching game play too. It has the strong feel of focusing single-minded on a quest with dangerous adventure all along the way. :)

Look forward to see how you execute the details.
Thanks! Means a lot from a WZ elite such as yourself. :D

Update: I've started some texturing in FlaME, placed one of four scav bases, and built the player bases. I also placed some oil.
mainbase.jpg
basedefense.jpg
oil.jpg
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Re: 2c-MtnValleyBat

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scavs.jpg
riverbridge.jpg
rivergorge.jpg
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Re: 2c-MtnValleyBat

Post by Rman Virgil »

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Creative work you're doing, I can see clearly. :)

I'll beta test for you when ever you feel it's time & give you practical feedback, of course.

And don't rush. quality takes time. Too many rush their work and it shows.

- Regards, RV 8)

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Re: 2c-MtnValleyBat

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Rman Virgil wrote:And don't rush. quality takes time. Too many rush their work and it shows.
I'm not rushing, I just have a LOT of time on my hands! :lol2:
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Re: 2c-MtnValleyBat

Post by Rman Virgil »

Rman Virgil wrote:And don't rush. quality takes time. Too many rush their work and it shows.
WarTux wrote:I'm not rushing, I just have a LOT of time on my hands! :lol2:
That's a good attitude, I think.

I've never really talked to other map makers about how they approach making a map but after I make a basic drawing & then the HM I approach building the map like a combination of painting & gardening. The painting as in I'm really into varied landscape perspectives & the gardening angle as in patiently "growing" the map elements that impact game play. And you cannot "force" growth - you can only cultivate it.

Anyway that's the way my brain works when making a map. :)

- RV :cool:

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Re: 2c-MtnValleyBat

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Rman Virgil wrote: I've never really talked to other map makers about how they approach making a map but after I make a basic drawing & then the HM I approach building the map like a combination of painting & gardening. The painting as in I'm really into varied landscape perspectives & the gardening angle as in patiently "growing" the map elements that impact game play. And you cannot "force" growth - you can only cultivate it.
Me? I think of how the terrain should be shaped in a very rough, general form, and then "play by ear," basically, adding features and whatnot as I progress. I do plan out the scav bases, though.

BETA Version 0.3

Okay, I've finished the scav bases, textured all the plateaus except the southeast one (but it does have cliffs), and finished the river. So this map is playable! Feel free to take a look around, and offer any advice or suggestions (in particular, I'd like to know how to make the dirt seem less repetitive).

-- attachment removed --
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Re: 2c-MtnValleyBat

Post by 3drts »

"Sprinkle" little additions throughout it..... you'll notice there are various different tile textures for each "base" texture" -
IE roads, dirt roads, rock clusters, gravel patches, snow patches, grass patches.
And then there are "features" you can add, most of which are destroyable- add pre-collapse warehouses, trees, cars, etc, and that will break up the texture monotony.

Not using features rather than single tile textures may impact gameplay, as it restricts build options initially.

I also used the "paint with edges" feature, with the brush set at a little higher elevation than the background (not enough to seriously impede unit movement though usually enough that 3x3 buildings could be built across the edges of them), to make various "mounds" - particularly going from grass to dirt, or dirt to gravel, etc.
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Re: 2c-MtnValleyBat

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BETA Version 0.8

Finished map texturing. Placed some craters and some random scavenger villages. Now the map is in a bugfix state. Let me know what you think! :)

--attachment removed--
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Re: 2c-MtnValleyBat

Post by Rman Virgil »

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I'll add some comments to 3drts' excellent suggestions.

1.) You are using a few Features from the Ariziona TT set and they are gonna look "weird" until the Universal Feature Patch is completed by Mysteryem and committed to the 2.3.x branch by Per.

2.) On some of your Cliffs you are not using transition tiles to traversible terrain so they don't blend and stick out with pronounced artifice instead of a natural unobtrusive flow of visuals.

3.) You made 2 interesting cul de sacs in your River Gorge that could also function as something more than eye-candy terrain if you added, just as an example, a tactical prize in the form of a cache of Oil Drums.

4.) In your open flat plains if you created a gentle roll to some hillocks &/or pronounced craters you could make the terrain more tactical in the maneuver of LOS DF weaps and also opportunities to conceal IF weaps.

5.) There are some key vacant areas that could possible serve as Scav Forward Bases - Small Bases without Scav Wall Fortifications is what I mean.

6.) In a 1 vs 1 Map I think in terms of EPIC Battle experience possibilities. You can do more to create that in the way of canny threats posed by the scavs &/or some other conjuring from your imagination. :)

All in all this map shows a lot of promise and the design & craft clearly show a high standard of care in execution.

Look forward to your next iteration. :D

BTW - I am running with both Dylan Dog's latest Ski Dydo and Scav Dydo A.I.s. in T-3.... I have yet to go at it T-1. Also - with Scav Dydo A.I. the scripting Caps Scav units to a combined 35 at any time. This is one thing I am changing in the scripts for my own Aqua Scav Nex SP Project.

- RV :hmm:

EDIT: Ooops.... you just put up a new iteration I have not even downloaded yet while I was posting this so if there are comments of mine that no longer apply please ignore as I have of course been referring to your previous iteration.

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Re: 2c-MtnValleyBat

Post by WarTux »

Rman Virgil wrote:Ooops.... you just put up a new iteration I have not even downloaded yet while I was posting this so if there are comments of mine that no longer apply please ignore as I have of course been referring to your previous iteration.
I'm sure most of your suggestions above still apply though, there weren't very many changes. :P

I'll get to it! :D
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Re: 2c-MtnValleyBat

Post by WarTux »

I've made some changes to the map and I think it's ready for v1.0.0. I'll post a new thread under Showcase. :lecture:
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