The VAT maps -The War of Sand Dunes-

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: The VAT maps -The War of Sand Dunes-

Post by Rman Virgil »

.

As I posted earlier, I am very much into the creative challenges of making organic, asymmetric, balanced maps for WZ and truly appreciate your overall concept with this map. :)

I checked out v.1.0 and v.1.1 and both have the same fundamental issues which make me see them as Betas. :3

(This, and all the rest of my commentary, is based on testing your map in the v. 2.3.7 binary / dataset. The same may not apply in degree of severity to the Master / New Terrain Renderer because the terrain homogenizing within & between tertile type zones is more forgiving of sloppy work. That said, as long as many still play within the old terrain renderer environment this critique is legitimate unless you specify that your map be played exclusively with the Master / New Terrain Renderer.) :hmm:

The issues are partly aesthetic but at the same time also have a direct & detrimental performance impact. :lecture:

Your cliff face throughout the map needs LOTS of work still. LOTS. In its current state it is making for sub-optimal PF & PW performance besides looking like messy and careless craftsmanship.

Believe me, I understand the amount of work involved here because I had to deal with the same challenges last year when making my Aqua-Coop & ManGodAi4X, asymmetric, organic, maps. I spent literally months working on these seemingly endless details but it was worth it in the end. There is an old saying that engineers are fond of that goes like this - God's in the details... and the Devil is too. Right now the "devil" has the upper hand in your cliff-face details.

One other thing you should look to is your sloping-elevation work in your base platform areas.... right now there are many passable spots that are too sharply inclined to allow for struct builds even with the built-in leveling routine and that can be quite frustrating. :annoyed:

Overall though, I like what your doing. WZ really needs more 1st class, asymmetric, organic maps that provide a fair, level playing field for all players. Because copy / pasting mirrored sections won't work like it does with symmetric maps the amount of work involved can be prohibitive for most but if your up to the challenges you will end up with a singular achievement. :D

- Yebo, sanibonani, RV 8)
User avatar
VAT
Greenhorn
Posts: 10
Joined: 22 Feb 2011, 18:44

Re: The VAT maps -The War of Sand Dunes-

Post by VAT »

working in 1.2 versión ;) .....
"And then ... I thought .... I could put a medium cannon in my Citroen"
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: The VAT maps -The War of Sand Dunes-

Post by Rman Virgil »

VAT wrote:working in 1.2 versión ;) .....
That is very good to hear because your map is a work of art in progress. :D Every bit a work of art as a new 3D model of a weapon turret or piece of original game music or an immersive story scenario for a new campaign or engaging, entertaining, A.I. scripting or a piece of elegant & effective base code, or new set of captivating terrain tertiles, etc.

- Cheers, Rman. :)
.