map - rolling hills - do over - with a bit of a ... do over.

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Watermelon
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Watermelon »

Rman Virgil wrote:* Both "Features and Baba" can be assigned to Players in 32EW.... However ONLY "Features" are neutral from a conflict PoV (though not from "Fog of War").... "Baba", on the other hand are NOT neutral..... I'm useing these characteristics in my Trinity Project.
Thanks for the info
I think they should offer more than they currently do,just some crazy ideas:
1.something like a level-up artifact/oil-drum/lost technology/super-oil-resource guarded by 'neutral' baba would be a cool feature in special mp mode
2.give 'person propulsion'(doesnt exist in current mp though) the ability to garrison 'feature'
3.more 'types' of features like bushes,high grass to add more tactical diversities to the map
Obaum wrote: :D My vtols go to space? and flying slow  :-\
200k+ powerpoint in that screenshot...make me wonder how long the game lasted already when he took the screenie...
tasks postponed until the trunk is relatively stable again.
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Rman Virgil »

Obaum wrote: :D My vtols go to space? and flying slow  :-\

* "Go to space ?"...... what do you mean ? EDIT:.... You mean the "Stalls" yea that's also part of the "EVE" explained below ... I'm supprised this is happening on a map that is under 3 tiles in height..... hmmm... interestting. BTW.... this can only be avoided by making maps no higher than 1 tile from sea-level... (personally, I'll live with it to have the variety of extreme height terrain.... minor trade-off for me but I can see where it can be annoying.)

* As for flying slow...... this can be invoked by the map maker making the Height Map 3-5 Tiles in height from Sea-Level.... I call it the Extreme Verticality Effect (EVE) and use it in my maps as a counter to the Eagle Tac of mass Vtol swarming.

* I rationalize it thus: WZs Vtols are NOT quite like the Brit Harrier. That is AFTER take-off they donot revert to pure Jets but rather remain Vtol propelled as well as jet propelled and as such they would be vulnerable to higher altitude effects... higher alt, thinner air, etc... essentially the vtol props are on gimbals that swivel for foward directional flight along with the engaged jet propulsion.... makes no sense to me from my meager understanding of aerodynamics.

* Also WZ Vtols have 4-props for VTO.... wereas the Harrier has 2 jet turbines (RollsRoyce, I think, and no props) and these themselves swivel to become the foward propulsion jet engines. Besides the questionable design of WZ Vtols - aerodynamic engineering wise - there is also the economics of scarce resources in a post nuclear holocaust world: 5 engines when 2 would do.... terrrible waste.

l8r, rv :)
Last edited by Rman Virgil on 19 Jan 2007, 20:02, edited 1 time in total.
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Rman Virgil »

Watermelon wrote: Thanks for the info
I think they should offer more than they currently do,just some crazy ideas:
1.something like a level-up artifact/oil-drum/lost technology/super-oil-resource guarded by 'neutral' baba would be a cool feature in special mp mode
2.give 'person propulsion'(doesnt exist in current mp though) the ability to garrison 'feature'
3.more 'types' of features like bushes,high grass to add more tactical diversities to the map
200k+ powerpoint in that screenshot...make me wonder how long the game lasted already when he took the screenie...
* Yes sir, I agree and like those proposed GPMs. :)

* The problem we had in the past with features was their extremely LOW res .pcx.... but NOW with .png support.... makes for some exciting possibilities.... also, less we forget, "features" are destructable..... "Great Wall" of China, anybody. :) ALSO.... not to forget..."Features" are Tile-Set specific and are NOT compatible with each other - like if you use a RM feature on a AZ tile set Map.... it creates bizzare-ugly GFX and visa-versa, 'course.


Cheers, rv :)
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Rman Virgil »

---------------------------------------------------


* Gorgeous map.... exciting GPMs.... :)

* Appears you resolved the previous Ridged Trapped Trucks.

* Here's some other issues you can eradicate.

* If the pix are not self-explanatory, let me know and supplement with text.

* One thing I will say: try to avoid laying gates WITHIN base-building areas - the A.I. Trucks will always lock their newly minted units in with cluster builds of HPs & Factoriess.... often attracted, attached to, your placed gate (don't know if that phenomenon has ever been documented).



Image



Image



Image


Image



Cheers, rv :)
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Obaum »

how you make this debugs? its cool  8)
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Rman Virgil »

Obaum wrote: how you make this debugs? its cool  8)
* 1st in Skirmish mode:  Shift + Backspace

* Ctrl + o  ...... will give you control of unit & struct placement plus switching to diff players.

* Ctrl + L  ...... change Fog - Mist Colors

* Ctrl + J    ...... alter your Gamma highlights

* Ctrl +      ....... Up game Speed up to 20x

* Ctrl -      ......... Slow game speed down to .01


* There are more.... but those can keep ya busy with a whole bunch of fun possibilities.

* Btw.... I also like your Troop Transport, Cyborg, Foward Base Tactics and am biased in my map-making to encourage it.... I think its loads fun. :)

Cheers, rv :D
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by lav_coyote25 »

hmmm... well i do know about the gates and bases problem - and there are no gates near any of the main factories - so why they are bunching up like that  -  ??? Dunno!  why do they (builder Bob units) follow each other and fight/sniff... just one of those things i guess.

attached is the texture map with the gateways (hand drawn)  just to make sure i didnt do that thing with the blocking of units etc.
Attachments
rollhills2007 texturemap and gateways.jpg
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Rman Virgil »

----------------------------------------------------------------

* Some suggestions..... and mind you I do love the quality and aesthetics of this terrain.... but sometimes you have to make concessions to WZs Pathing-Gateing-Zoneing CONSTRAINTS..... that is, function over form... in an ideal context form serves function without conflict, IOWs, good design.... in WZ function must predominate even if form has to be sacrificed a little.


* # 1 = eliminate the cliff-hook ridge (OR.... reverse it out so that it hooks south and east instead of north east).

* # 2 = 5 gates.... hmmm, I know your following gate-placing protocol for the canyons (and choke-points are fun-desirable for tactical opportunities), BUT... there are several ways of attacking this. In order to preserve as much as possible the serpentine landscape i suggest this - widen the 3 funnels (gaining more traversable tiles) outta the base and eliminate those three southernmost gates. There are other more radical fixes... see if that helps 1st.

* # 3 = Same # 2

* # 4a & b = Maybe single rows of HPs lining those passageways instead of the current double-rows.

Image



* Other than these issues, the flow of units through the map zones is very good.

* But also bear in mind that this ground unit flow will also be impacted by the placement of Oil Resources around the map.... (and features or baba, if you use 'em) PLUS HOW you ID-em in placing (& that includes Oil resources... they are features afterall and are NOT Fog-of-War neutral)...


Cheers, rv :)
Last edited by Rman Virgil on 20 Jan 2007, 01:53, edited 1 time in total.
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by lav_coyote25 »

thankyou ;D  and i learned something i did not know.... about the
PLUS HOW you ID-em in placing (& that includes Oil resources... they are features afterall and are NOT Fog-of-War neutral)...
:o  do you have any more little tidbits - would make good additions to the map tutorials. ;D
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Rman Virgil »

lav_coyote25 wrote: thankyou ;D  and i learned something i did not know.... about the  :o  do you have any more little tidbits - would make good additions to the map tutorials. ;D
* I dunno, Coyote.... I just try to post everything I know.... maybe the Baba stuff I've been posting in the "Trinity" thread of late... I guess there was an assumption you had to script Baba stuff into MP maps but you can player ID the stuff and essentially make them allies without scripting... It kinda makse for some interesting possibilities. :)

l8r, rv :D
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by DevUrandom »

2.1 compatible version
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Per »

lav - how do you generate those jpg images of the map? Is that an EW feature?
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Rman Virgil »

-------------->

* In the drop-down *Options* Menu in EW (all 3 versions) You have "Locator Maps" sub-menu werein you can change the size of the Locator Map itself, show ONLY Textures or show ONLY Heights. There are also color keys to "Gateways", "Features", "Oil Resources", "Structures" on those Locator Maps. You use a Screen Cap Prog to (like HyperSnap) to shoot the EW Desktop (inc the Locator Map)... then Crop and Save as whatever format you want... 'Course as a "Screen Cap" you can modify or add stuff to it, like Typography or change the color balance, etc...

- RV :)
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by lav_coyote25 »

pretty much what rman said...  there is a whole bunch of tweaking you can do to get the pics to show off the best aspects.

it helps to have a good height map as well. 
‎"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
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Re: map - rolling hills - do over - with a bit of a ... do over.

Post by Buginator »

lav_coyote25 wrote: pretty much what rman said...  there is a whole bunch of tweaking you can do to get the pics to show off the best aspects.

it helps to have a good height map as well. 
Have you found a color pallet that works well for all maps?
I don't really like monochrome, and  am trying to find colors that will work for all texture sets.
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