You bet, macuser.macuser wrote:YAY! thanks Rman, Wish I had time right now to play it (mumbles about summer "vacation" business)
- RV
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You bet, macuser.macuser wrote:YAY! thanks Rman, Wish I had time right now to play it (mumbles about summer "vacation" business)

.Rman Virgil Posted » Sun Jun 27, 2010 5:23 am wrote: (slightly edited for clarity)
And now the time of Screen Caps is behind us - welcome to my world of Aqua Co-op SE.![]()
This page (Page 12) speaks to all the particulars of opening wide the continued balance testing.
Please look at the graphics & posts on page 12 of this thread - they summarize the design goals and game play set-up that have remained consistent through 177 posts first commenced back in February. .... I have merely expanded and refined over these months the original vision.
...... With this posting of 4c-AquaCmpBeta6c I am seeking further input from the community at large in the following very specific areas:
1.) Oil Resource Amount & Distribution as well as
2.) Player 7 Scav Force Strength & Distribution
This 2-pronged focus is so that I may further refine the overall BALANCE in these areas within my stated design parameters. Any such constructive input will be much appreciated so that I may make further modifications toward the end of putting this up in a FINAL release form in the Showcase BB & Addons Repository.
Of course you may play 4c-AquaCmpBeta6c outside of my stated parameters in a multitude of different ways (interesting in their own right too) and I do encourage you to explore as such but any critiques of those other ways are not relevant to what I'm looking for here. In a previous post I directly address this point and it's positive consequences outside the scope of what I am doing at present here; that is, looking down the road when this is finished and licensed and you folks can work on your own variations with my total blessings in Flail13's marvelous FlaME map editor.
As stated earlier :
There is one exception to this proviso - you have a choice to go with the default Player 7 Scav A.I. by Per OR you can use Dylan Dog's different & interesting Dydo Player 7 Scav A.I. - both work well & provide variant experiences within my GP parameters.Rman Virgil wrote:.......
I have, frankly, done quite a few experimental things that may fly with some and not with others.
From the get go I designed it within a specific set of parameters that reflected a mind-set that went against the conventional wisdom.... a way that some will embrace and have a fun playing and others will not like at all. (How could I not know only too well all the status-quo particulars having actively engaged the game and community since early 1999.)
The ones that will not like it - I knew all the reasons why months ago but still went ahead with my vision & implementations.
But here's the deeper beauty of it.
As it is folks can play it in a number of DIFFERENT ways than how I designed it and how I suggest to set-it-up in the above graphics. I'll leave it to folks to discover for themselves all those different ways.
Also consider this reality - once I release it with a license in the Showcase BB, those who do not care for some of my fundamental game play design choices will be free to re-design the game play elements to suit their particular tastes... those very tastes I frankly was steering away from. And that's totally cool with me.
I do believe there will be some peeps who will be inspired to redesign the game play elements other than how I did it and I hope they do !! (This will be imminently feasible because my basic, underlying, map making craft is compellingly top-notch and rich in possibilities left totally unexplored by me.)
Well then, without further ado.... 4c-AquaCmpBeta6c
This Forum has a 100kbs limit on attachmentsso I have to use another host for the file because it's 126 kbs ... sorry for the additional hitch, but here is the link at Filedropper.... it's in a .zip archive so just take the 4c-AquaCmpBeta6c.wz out of the .zip archive and then put it in your Map Folder.
http://www.filedropper.com/4c-aquacmpbeta6c
- RV![]()



Thank you NEXUS.NEXUS wrote:I wil go and test this masterpiece of a map later on today...


Thank you BP.Black Project wrote:I founded a issue on your map.
AI trucks on Player 1 & 3 gets stuck close outside of the base, it's mainly because there are two gateways on the map (which are close to their bases (Player 1 & 3) and they try to build defenses on the gateways, but these gateways are inaccessible, causing them to get stuck.
Here some screenshots (Click them to enlarge) BP


Thanks BP. I'll go double check that Player 7 Scav defenses on those ridges are functioning properly. I too am using Dydo Scav A.I. but I just put those .slo & .vlo in the folder replacing Per's stock Scav .slo & .vlo.... there may be some issue running the full Dydo A.I.... I'm not sure because I'm not doing that...Black Project wrote:The Scavengers were turned on, just note on the minimap the cyan dots. (DyDo Scav 1.2.1 was included on the mod too)
It's very challeging, even to plan a defense perimeter, cause if a player lets a important flank undefended, another player will discover it and screw his base badly with a surprise attack.
The map is huge and very tricky, i love 250x250 maps, just like 8c-Bose (created by Dylan Hsu), but it's even more challenging.
I post more of my experience on this map later, so i can explain it better, cause i have no time to test it right, gotta go back to work.


I'm so happy to hear you had that "feeling".NEXUS wrote:This map is a pure joy to play on, I was reminded of when I first played this game back in 1999 on my PSX...Great job A+





