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SetonsClutch (8p)

Posted: 27 Nov 2009, 21:21
by Dylan Hsu
"Making Warzone multiplayer better, one map at a time."
8c-Clutch.wz
(15.47 KiB) Downloaded 631 times

This map is based on a SupCom map suggested to me by Per as inspiration. PLEASE DOWNLOAD AND ENJOY YOUR WARS! ;)

Features:
  • One forward base, two supporting base, one base behind on each side.
  • Two oily islands and two oil rigs. Plenty of incentive to research hovercrafts!
  • One collection of oil in the middle, surrounded by huts to prevent aggressive towers or bunkers before units are produced.
Oil:
4/base (32)
1/oil rig (2)
4/coast (8)
4/island (8)
4/land bridge (4)
2/scattered crevasse (16)
Total: 70
Oil/player: 8.75
Gens/player: 2.1875

Tips:
  • Mobile AA
  • Hovercrafts
  • Balance of long-range and short-range weaponry

Re: SetonsClutch (8p)

Posted: 28 Nov 2009, 00:42
by Buginator
1) do not stick in the *.addon file anyplace. It should be already in the .wz file. Adding more than one can confuse the game.

The game just needs the .wz file, and it should be placed in your config/maps directory. (So it can transfer the map to other players).

2)
wz2100_shot_014.png

Re: SetonsClutch (8p)

Posted: 28 Nov 2009, 02:26
by BulletMagnet
OH-MY-GAWD! <3

Re: SetonsClutch (8p)

Posted: 29 Nov 2009, 17:53
by praefectus
Allways happy when I find new 8pl maps. THANKS! :D

Re: SetonsClutch (8p)

Posted: 29 Nov 2009, 18:41
by KukY
Good map, maybe too open for me.

Re: SetonsClutch (8p)

Posted: 05 Dec 2009, 17:25
by Dylan Hsu
Thanks for the feedback! New maps coming soon.

Re: SetonsClutch (8p)

Posted: 05 Dec 2009, 22:38
by Terminator
played on this maps a lot. I think those "entrances" to base is very tiny

Re: SetonsClutch (8p)

Posted: 06 Dec 2009, 13:49
by Per
I played this map with a friend against AIs yesterday. It is a really nice map to play on. The AI does not know how to get to the islands, but we will fix that one day (continent knowledge is in trunk already). The narrow entrances are very hard to punch through, but the AI does not exploit this very well. Are there gateways defined for the entrances? Perhaps also put some gateways on top of the entrance hills. The biggest issue, however, is the wall of huts separating the two halves of the map. The AI is completely broken by it, we had to help the AI out by destroying them. They really need to go away.

Anyway, thanks for a really nice map :D

Re: SetonsClutch (8p)

Posted: 06 Dec 2009, 14:03
by BulletMagnet
the huts aren't in the original Seton's. pity, that's what made early game so fun; rushing to claim the mid.

Re: SetonsClutch (8p)

Posted: 06 Dec 2009, 21:34
by Dylan Hsu
Per wrote:I played this map with a friend against AIs yesterday. It is a really nice map to play on. The AI does not know how to get to the islands, but we will fix that one day (continent knowledge is in trunk already). The narrow entrances are very hard to punch through, but the AI does not exploit this very well. Are there gateways defined for the entrances? Perhaps also put some gateways on top of the entrance hills. The biggest issue, however, is the wall of huts separating the two halves of the map. The AI is completely broken by it, we had to help the AI out by destroying them. They really need to go away.

Anyway, thanks for a really nice map :D
  • All of those gateways exist.
  • Perhaps AI could be told to destroy buildings they encounter?
  • The huts are there to encourage building units, not defensive structures, early.

Re: SetonsClutch (8p)

Posted: 06 Dec 2009, 22:53
by Per
Unfortunately, nobody is maintaining or up to improving the current AI. So we have to deal with its limitations.

Re: SetonsClutch (8p)

Posted: 07 Dec 2009, 04:49
by Zarel
I believe AI units will automatically shoot walls (in ai.c, not the AI scripts), so why not extend that to features?

Re: SetonsClutch (8p)

Posted: 07 Dec 2009, 10:31
by Arcalane
I noticed the AI will automatically shoot the huts to bits if they're trying to attack units and they have enough weapon range.

That said, I think the map could do with a bit more base room for the bottom-left/top-right players, it could probably do with being bigger overall or maybe having a bigger version.

The AI certainly had no trouble using hovers to cross the water zones, though the 'beaches' suffer from the same thing - very bottlenecked, especially the western shore of the northeast zone.

Re: SetonsClutch (8p)

Posted: 07 Dec 2009, 19:15
by Per
Zarel wrote:I believe AI units will automatically shoot walls (in ai.c, not the AI scripts), so why not extend that to features?
We do not want AI droids to fire at just any map feature... but take a look at: #1165

It fixes the problem on this map, and it looks kinda cool when AI droids go on a temper tantrum.