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craigengbrecht
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Re: New features?

Post by craigengbrecht »

Those container walls would be an awesome replacement for the scavengers!
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Moro_Nick
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Re: New features?

Post by Moro_Nick »

craigengbrecht wrote:Those container walls would be an awesome replacement for the scavengers!
Holy guacamole ! You read minds ? CIA Remote Viewing ? J/K.. :) That's exactly what they were designed for.
Familiar with the cargo container industry I did some research and science fiction extrapolation and determined
they made more sense than the crap walls of the original scavs.. (other stuff too was weak extrapolation, but
that's another story...).

Here is one of my research references. Please note especially what is going on with the Gold Coast,
the Gulf of Mexico region. eastern seaboard going south and, in particular, the Panama Canal:..

http://www.pbs.org/newshour/bb/governme ... 10-21.html

On the flip side, Moro. :ninja:
.
_ Cliques are group masturbation.

_ Art is in the eye of the beholder, even the color blind.

_ The jaded are merely feckless.

_ Audacity rewards. Contrary to scripture, the meek shall only inherit indelible memories of failed nerve.
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elio
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Re: New features?

Post by elio »

Moro_Nick wrote: Holy guacamole ! You read minds ? CIA Remote Viewing ? J/K.. :) That's exactly what they were designed for.
Familiar with the cargo container industry I did some research and science fiction extrapolation and determined
they made more sense than the crap walls of the original scavs.. (other stuff too was weak extrapolation, but
that's another story...).
On the flip side, Moro. :ninja:
but nobody may use them because grim didn't give anybody a license, did he? (hint: warzone2200) :stare:
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Mysteryem
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Re: New features?

Post by Mysteryem »

elio wrote:but nobody may use them because grim didn't give anybody a license, did he? (hint: warzone2200) :stare:
Those are grims? Wow
____________

Tunnels are now fully functioning :)
The tunnel is made up of 14 features. I'm thinking of making it so that it will change texture depending on what map you use. The hollowed out area also needs a bit of a shape change, but you get the idea.
tunnel1.png
tunnel1.png (163 KiB) Viewed 7087 times
Inside
Inside
tunnel3.png
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Moro_Nick
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Re: New features?

Post by Moro_Nick »

elio wrote:but nobody may use them because grim didn't give anybody a license, did he? (hint: warzone2200) :stare:
Mysteryem wrote: Those are grims? Wow
Not quite right on any of that but I will just speak to the one point I consider most essential for the sake of brevity.... O_O

ALL the original data assets from WZ 2200 (Rmans & Grims) have been rolled into a new RTS called "S.O.W. 2200" which
departs greatly from WZ in all GPMs, etc., (& most other RTS in some respects too) and whose code base / engine are entirely in C++...
If the data assets had not been thus rolled into another new RTS there would be no compromising ethical and legal issues preventing
their release and use in WZ... That said, making these Cargo Container feature assets was not difficult (and we made 44 variations
to boot to use them like Lego building blocks in the map making phase. Hell getting the nomenclature and file structure right for all 44
CC models was more of a hassle than making the 3D models themselves). This is straight from the "horses mouth". and, well,...
Mysteryem wrote: Tunnels are now fully functioning :)
I'll be curious to look at your source to see just how you got around or solved the PF and Skirmish A.I. nightmares that were a consequence
of doing this same feature deal the first time in 2001 for the FFops Mangodai Map/Mod. ;)

Oh... and on flip side of BS & Churls I propose a toast to the latest ploy of a committed unresponsiveness - feigning cognitive dissonance.. here-here....Hangar One vodka straight-up, icy cold, 2 jiggers, badda-bing, badda-boom., xD

-- L8r, much, Moro. O_O

.
.
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_ Cliques are group masturbation.

_ Art is in the eye of the beholder, even the color blind.

_ The jaded are merely feckless.

_ Audacity rewards. Contrary to scripture, the meek shall only inherit indelible memories of failed nerve.
..
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Buginator
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Re: New features?

Post by Buginator »

Those would have to be some pretty wide tunnels so units don't get stuck in them.
Guess I would have to see it in game to make more comments.
and it ends here.
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Re: New features?

Post by nighthawk »

so when do we get these? i am licking my lips looking at these.... ;)
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Olrox
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Re: New features?

Post by Olrox »

nighthawk wrote:so when do we get these? i am licking my lips looking at these.... ;)
I've got a nickname for you, Nighthawk!
It's Gravedigger!
Cuz I've never seen anyone gather so many 1-year old topic on the front page :P
hahahahaha, don't take it personally, please! :D
I've already done it with a topic, I think :rolleyes:
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Re: New features?

Post by nighthawk »

Olrox wrote:
nighthawk wrote:so when do we get these? i am licking my lips looking at these.... ;)
I've got a nickname for you, Nighthawk!
It's Gravedigger!
Cuz I've never seen anyone gather so many 1-year old topic on the front page :P
hahahahaha, don't take it personally, please! :D
I've already done it with a topic, I think :rolleyes:
lol i dont understand lol ;) no offense taken though!
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lav_coyote25
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Re: New features?

Post by lav_coyote25 »

by Buginator » Sat Feb 14, 2009 3:31 pm

see the date - is 2009 feb 14 .... is old.... xD
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Olrox
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Re: New features?

Post by Olrox »

nighthawk wrote:lol i dont understand lol ;) no offense taken though!
It's because most of your posts are on topics that were unactive (in some cases even the author may have forgotten about the topic).
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Re: New features?

Post by nighthawk »

Laughing on the inside so hard my sides hurt!!!!!! your right but there such good ideas!!!!! i cant help it lol....
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Olrox
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Re: New features?

Post by Olrox »

But surely, maybe it's time to make some new features. Those can really add to a good map's design, improving quality drastically. I'm disposed to help, but I must know what you need.
Or want.
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virgilglyph
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Re: New features?

Post by virgilglyph »

.

Features, unless very, very, carefully used, still present, unfortunately, potentially major entanglements to flowing PF and the Skirmish A.I. combat group deployments (heck, even trucks can be waylaid in their mission).....

Don't get me wrong, I love map features, would love to see new art for them (especially the Urban Set) and think them as potentially powerful in positive game play influence (think tactical map deconstruction through playing - map never playing the same as a result).... not to mention the obvious heightening of the immersion factor ..... however, the first sentence does state the serious challenges beyond creating the new art.

Regards, VG :ninja:
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Olrox
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Re: New features?

Post by Olrox »

virgilglyph wrote:.

Features, unless very, very, carefully used, still present, unfortunately, potentially major entanglements to flowing PF and the Skirmish A.I. combat group deployments (heck, even trucks can be waylaid in their mission).....

Don't get me wrong, I love map features, would love to see new art for them (especially the Urban Set) and think them as potentially powerful in positive game play influence (think tactical map deconstruction through playing - map never playing the same as a result).... not to mention the obvious heightening of the immersion factor ..... however, the first sentence does state the serious challenges beyond creating the new art.

Regards, VG :ninja:
.
I LOVE the Silent Storm games (of which Hammer & Sickle makes part, of course) - Because you can blow up everything but the ground, and the effects are real-time... and... it runs on my PC, which means that the guys did a really great job for it not to require too powerful setups for playing it. I love the ability to shoot enemies through wooden walls with bursts when I hear them, and to crawl in the ground when they do that to me, and catch 'em in the door because they thought I was dead. Absolutely great experience, took a good investment of about 100 hours of my life until now.

You throw grenades, the bushes and trees loose their leaves, or break down. You can use your weapon's butt to break locked windows to snipe or get past them (indirectly, but you can). You can use a strong melée weapon to break a hole through the wall for you to crawl through it... I feel undeniably amused by this kind of things. Especially when the guys did a great job making a whole lot of WW2 era weapons and buildings and stuff. With a very interesting Turn-based tactical squad-level shooter. (yeah, I love every aspect of that game)

Maybe there's a way to incorporate a "Don't pass through here, AI" boundary system? When making a map, you select Areas with too many features, or too narrow passages, and the AI pathfinding doesn't pass through those places, going around them instead?
I hope that this isn't too hard to implement and would cause problems, because it'd allow the placement of more realistics arrangements of features, especially when we've got more variety.
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