War Games: Trinity 1 & 2 - Maps + MO
Posted: 05 Jan 2007, 21:39
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"War Games - Trinity 2: High Command" aka "Turtle-Rush" Map... (There is also a "Trinity 1: Training Grounds" Map that grew out this threads discussion...)
* Yeah, I changed the name. "Turtle-Rush" was just a working title... (AND, again, we are talking 2 Maps now instead of just one ......plus we are also doing Mission Briefing Sequences for each map as .avis). "War Games - Trinity 2: High Command" is much more representative of my intentions and therefore that is what it will be called henceforth.
* It does have a Campaign-like feel to it (those are the type of maps I enjoy making the most after all). And when I say "Campaign-like feel" I mean that I have very deliberately made it multiple-goal driven vs. tunnel-vision or mono-tactic enabled. I've also utilized some choice "triggers" - very minimalist to be sure but with some rippling consequences... like a pebble tossed in a pond of still water.
* EDITED 1/9/07: New 32EW Screen of "WGs: Trinity 1 - High Commands" Terrain Type Map and Routing/Gateway Zones Map..... 'bout 90% done.

* My design goals were thus:
* Many ways to win..... not just one or 2... aka possesing re-play value - even AFTER you know the lay of the land intimately.
* Accommodate all styles of GP: Turtle, Rush, Octopus, Eagle, Orca....etc or any combo thereof.
* Accommodate all 3 Tech Levels.
* Can be fun & challenging to play in ALL Modes (& for all player skill-levels): Single Player Skirmish, Everyman for Himself MP and Team Co-op MP.
* Somewhat uber-like aspirations, I confess.... yet so far so good - but we will see when completed and totally stress-tested.
* I started to use the "Arizona" Tile Set (which I like a lot, Grim did a beautiful job of it) but then switched to the "Rocky Mountain" Tile Set, which I'm not nearly as fond of for a number reasons I'm not gonna get into here, but it did serve to doubly reinforce my focus on HOW all Modal GPMs would play out (including a deep scrutiny of the GPL WZ Ski A.I. modus, strengths & weakness, as well as any "bugs" in GFX, Pathing or GUI manipulations, etc.... in other words while I'm beta-testing my map I'm also doing likewise to the GPL WZ... the 32EW too).
* By & by I will do a "War Games 2" with at least a different tile set & aesthetic look... as well as incorporating any nuanced design-GPM changes that come to light in the interim and any blemishes attributable to my original implementation.
* Anyway this thread will be for thoughts & exchanges on any of the above.... from this stage right through public beta to final WG1.wz release.?
* Oh yeah.... I know that showing this screen kind-of lessens the whole "Fog-of-War" GPM conceptual imperative or conventional wisdom... however, I do believe it won't make a bit of difference....
* It really won't give you any kind of decisive advantage - not even looking at the map in Debug Mode (placing the SAT Uplink) BEFORE playing it vs A.I. Or humans, won't help you perform as an elite Commander.
* And lastly - I'll be posting? "Vtol Engagement" captures in this thread cause I'm gonna do them on "War Games 1: Trinity". * WHY ? A few reasons, its more fun and I also like how Vtols are impacted by the "extreme verticality effect" esp. for those who favor the "Eagle" strategy - that is just focusing exclusively on air power to end-game swarm.
Cheers, rv
"War Games - Trinity 2: High Command" aka "Turtle-Rush" Map... (There is also a "Trinity 1: Training Grounds" Map that grew out this threads discussion...)
* Yeah, I changed the name. "Turtle-Rush" was just a working title... (AND, again, we are talking 2 Maps now instead of just one ......plus we are also doing Mission Briefing Sequences for each map as .avis). "War Games - Trinity 2: High Command" is much more representative of my intentions and therefore that is what it will be called henceforth.
* It does have a Campaign-like feel to it (those are the type of maps I enjoy making the most after all). And when I say "Campaign-like feel" I mean that I have very deliberately made it multiple-goal driven vs. tunnel-vision or mono-tactic enabled. I've also utilized some choice "triggers" - very minimalist to be sure but with some rippling consequences... like a pebble tossed in a pond of still water.
* EDITED 1/9/07: New 32EW Screen of "WGs: Trinity 1 - High Commands" Terrain Type Map and Routing/Gateway Zones Map..... 'bout 90% done.

* My design goals were thus:
* Many ways to win..... not just one or 2... aka possesing re-play value - even AFTER you know the lay of the land intimately.
* Accommodate all styles of GP: Turtle, Rush, Octopus, Eagle, Orca....etc or any combo thereof.
* Accommodate all 3 Tech Levels.
* Can be fun & challenging to play in ALL Modes (& for all player skill-levels): Single Player Skirmish, Everyman for Himself MP and Team Co-op MP.
* Somewhat uber-like aspirations, I confess.... yet so far so good - but we will see when completed and totally stress-tested.
* I started to use the "Arizona" Tile Set (which I like a lot, Grim did a beautiful job of it) but then switched to the "Rocky Mountain" Tile Set, which I'm not nearly as fond of for a number reasons I'm not gonna get into here, but it did serve to doubly reinforce my focus on HOW all Modal GPMs would play out (including a deep scrutiny of the GPL WZ Ski A.I. modus, strengths & weakness, as well as any "bugs" in GFX, Pathing or GUI manipulations, etc.... in other words while I'm beta-testing my map I'm also doing likewise to the GPL WZ... the 32EW too).
* By & by I will do a "War Games 2" with at least a different tile set & aesthetic look... as well as incorporating any nuanced design-GPM changes that come to light in the interim and any blemishes attributable to my original implementation.
* Anyway this thread will be for thoughts & exchanges on any of the above.... from this stage right through public beta to final WG1.wz release.?
* Oh yeah.... I know that showing this screen kind-of lessens the whole "Fog-of-War" GPM conceptual imperative or conventional wisdom... however, I do believe it won't make a bit of difference....
* It really won't give you any kind of decisive advantage - not even looking at the map in Debug Mode (placing the SAT Uplink) BEFORE playing it vs A.I. Or humans, won't help you perform as an elite Commander.
* And lastly - I'll be posting? "Vtol Engagement" captures in this thread cause I'm gonna do them on "War Games 1: Trinity". * WHY ? A few reasons, its more fun and I also like how Vtols are impacted by the "extreme verticality effect" esp. for those who favor the "Eagle" strategy - that is just focusing exclusively on air power to end-game swarm.
Cheers, rv












