ManGodAi4x / AquaCoop, Comic, Cinematic…Terminal Dark.

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Rman Virgil
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Pillars of the Jaguar

All is not what it seems.... :twisted:

For though there will be oil aplenty outside your base platform of 3... none of it will be easy pickings from jump. :ninja:

(Note: My post on page 3 covers this aspect of "Aqua Co-op" I've dubbed Landmarks and their strategic and tactical significance to unfolding game play.)

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Pillars of the Jaguar jpg.jpg
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Rman Virgil
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Yet to be named Landmark on the North West Coast just West of Player 0's Scav Forward Base.

I'm giving much attention to making a variety of rock formations out of cliff face on terraced elevations.
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Landmark Unnamed.jpg
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Rman Virgil
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Within the Dire Straits Landmark area...

A canny Transport LZ: Land your Transport & once safely tucked within, deploy your borg contingent - half will occupy the coast of one land mass, half the shore of an entirely different land mass. Result - one quickly secure LZ, one deployment maneuver, 2 distinct combat vectors... a pure mapping technique.

I'm also making these within the main land masses such that deployments are at 2 elevation vectors. You can see the possibilities here for storming. :twisted:

This is a technique I first deved in WS 2113 as a workaround to what I perceive as one of the many shortfalls of the Command and Control Interface. Most of these type Command & Control shortfalls, as I understand them natch, will only be properly addressed through BetaWidget / LUA down the road.
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LZ  Airlift Zone Dire Straits.jpg
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Rman Virgil
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Independent Player 7 Scavs will be a force to rechone with for all human Players 0-3 (while strictly abiding the parameters set forth on page 3) through an age old military strategy - Attrition. Simple to implement, more challenging to find the right balance. Same story with all the rest of the fresh components of Aqua Co-op that directly & by design impact GP from early to mid to end game..
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Olrox
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Olrox »

My curiosity grows every day :P
All those features sounds like a big step in enriching the diversity of strategies. You are definetely on the right course!
BTW, your music sounds great - got a very characteristic feel.

~Olrox
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Rman Virgil
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

Olrox wrote:My curiosity grows every day :P

All those features sounds like a big step in enriching the diversity of strategies. You are definetely on the right course!
BTW, your music sounds great - got a very characteristic feel.

~Olrox
Thank you. I hope the results will be worthy of the interest & suggestions offered and also be a testament to Flail13's extraordinary work in creating FlaME. :)

I'm spending a couple hours everyday on it and they fly by like minutes. It feels like painting, which I love, and yet another testament to Flail13's FlaMe design.

"Suspended" is me experimenting freely & pushing myself totally out of my comfort zone musically. Typically I'm a more a rock shredder type player than a finger-picker but it's about exploring & learning & enjoying that process.... expanding my bubble of perception is how i think of it and that is a life-log quest. Though I am glad someone other than myself, my homeys and my girlfriend found it interesting. xD

Keeping to my forecasted schedule (especially my self imposed feature freeze - saving stuff for the Elite Edition) I'll have something for you to check out in a couple weeks. You'll be the first after myself to put it through the paces. I'm sure you will find stuff I missed and have good insights on how to make it better all around.

Regards, RV :cool:

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Rman Virgil
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Various angled screen caps of the refined...

~ Dire Straits Tactical LZ ~

I'm also making the Tactical LZs built within the mainlands as valuable to hold from enemy encroachment as if they were a very real tipping point Forward base of ops or significant resource real estate.

There is a little parallel here to the notion of how to handle removing the hard coding on the Tank Transport and linking its operation exclusively to the LZ Tertiles placed in the map making phase (which would be as much a part of the overall design balance of a well constructed map as oil resource placements and the primary base platform). The key here being able to perform these experiments at will and not relying exclusively on hypothetical discussion to assess the merits of this game play mechanic because of a down and dirty, short-sighted, expedient decision made 10 years ago. ;)
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Attachments
LZ  Airlift Refined004.jpg
LZ  Airlift Refined002.jpg
LZ  Airlift Refined001.jpg
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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There are 2 Calderas on this map and both are part of the embedded multiple center gravity dynamic.

They are called ~ Fire Beard and Crimson Mane ~

Besides serving as landmarks, both will be prime real estate to find your way to, occupy & hold onto.

Both will also boost the value of Cyborgs & Airlift. Both subvert the usual way WZ is played - like much else spoken to earlier in the thread.

If I were to sum up the goal of all the design innovations in brief it would be thus - Aqua Co-op SE intends to expand & promote fun, fresh, adventuresome, game play along the lines of winning the day through multi-vectored velocity maneuver and continuous, generative, 4D situational awareness. It achieves these goals without any modding, scripting or altering the hard coding in the binary. The power of pure mapping utilizing Flail13's FlaME plus imaginative, out of the box thinking, and scrupulous attention to detail (both aesthetic & balancing) are more than enough in aggregate to change the way the game is played in new, exciting and satisfying ways.

This concludes my pre-release comments. I'll be focused over the next couple weeks on bringing Aqua Co-op SE to its Beta Stress Testing phase.

Regards, RV :ninja:
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Attachments
Mount Fire Beard 3.jpg
Mount Fire Beard 2.jpg
Mount Fire Beard 1.jpg
Safety0ff
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Safety0ff »

Keep up the good work!

I wonder how those last shots would look with trunk terrain.
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Rman Virgil
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

Safety0ff wrote:Keep up the good work!

I wonder how those last shots would look with trunk terrain.
Thank you & I will continue 'cause it's really enjoyable to make and I wanna see it all come together in game. :) (After which I can get excited all over again to make the Elite Edition were I'll be upping the ante for Hard Core Vets of the game :twisted: )

I must do that soon - dl the latest trunk and see it with the new terrain renderer & textures.

Regards, RV :cool:
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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~Progress via select screen caps from here on ~


Side Comment: Making do ok with Player 7 special Scav A.I. for this Stock Edition of Aqua Co-op but for the Elite Edition I'm gonna tackle modding it. :hmm:
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Attachments
Landor's Plateau "Player 2" MB
Landor's Plateau "Player 2" MB
Crimson Mane Caldera View from "0" Scav FB
Crimson Mane Caldera View from "0" Scav FB
Jaguar Lake "Scav 7" FB Occupied
Jaguar Lake "Scav 7" FB Occupied
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Rman Virgil
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Just a friendly Reminder: I think I should repeat what I stated at the outset - "Aqua Co-op SE" is designed from the ground-up to be played by 4 HUMAN Players. That is all I will answer to. You are of course free to play it however with any Skirmish A.I. you choose. I have, as a matter of curiosity, tested various Ski A.I.s on it - NONE are up to it, in my judgment and I am NOT gonna make changes to accommodate those Ski A.I.s However, when I am done with both the Stock (no modding) & Elite (modding + CAM Type scripting) Editions of "Aqua Co-op" I will return to a Ski A.I. I started work on last year code named "Heyoka A.I.". This particular Ski A.I. will be able to deal with "Aqua Co-op SE" quite handily (& other type maps currently not being made..)

- RV :hmm:
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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Jian's Hilt... :wink:
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Jian's Hilt
Jian's Hilt
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Rman Virgil
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Rman Virgil »

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~ Isthmus of Regret ~

This Landmark evolves topographically. It is one of several Centers of Gravity and also a gauntlet (there is stuff I'm not showing) on the road to conquering "Player 7 Scavs" Stronghold and capturing their rich cache of resources.

- RV :hmm:
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Attachments
Isthmus of Regret 71.jpg
Isthmus of Regret 072.jpg
The Isthmus of Regret evolves
The Isthmus of Regret evolves
Last edited by Rman Virgil on 21 Mar 2010, 19:13, edited 1 time in total.
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Olrox
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Re: 4-c Aqua Co-op SE (Stock Edition) in the Pipeline

Post by Olrox »

Rman Virgil wrote: Jian's Hilt...
I see what you did there :lol2:

~Olrox
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