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Seems the only way to resist posting is to not visit at all & that is hard. Oh well.
Rman Virgil wrote:One of the things I love most, and posted early on to Flail13's thread when he first introduced flaME back in Jan.- Feb. of this year, was this very strong sense I had of being able to "paint", which I never really had with EW to any significant degree.
hao wrote:Yeah, i didn't ever try EW, but i still think i know what you mean. But, well, actually, when you take flaME in your hands, you should already have the heightmap, so the map is almost done by that time (:
True about the HM - up to a point, for me anyway. Let me elaborate quickly.
I approach my HMs like I do drawings with charcoal or Conti crayon and get much of it the way I want it for the finished map at the
macro-level.....
The exception to the macro-level detailing I do in the HM are the nuances of map craft that effect PF / PW A.I. (esp in MP) and Skirmish A.I. dynamic emergent offensive & defensive behavior. These nuances I have to be in-game to really see & evaluate in play-testing (I cannot thoroughly visualize when making my HM to this
micro-level) and from there comes the need modify, mostly by painting adjustments and vertex tweaking.
These
micro-level painting adjustments done in
flaME after play-testing evaluations allow me to masterfully shape Skirmish A.I. emergent behavior on both mobile offense and fixed-defense - the mobile offense behavior being the more difficult of the two to master control over through sheer map crafting as opposed to doing it by altering the scripting and making a custom A.I. for the map.
This last approach also has the advantage over writing custom A.I. in that it is
dynamic and
not linear because the Skirmish A.I. is scripted to reflect different personalities (I'm speaking of Dylan Dog's
DyDo) that can be changed (along with alliances) at start of game thus making playing the same map more unpredictable with each separate play occasion in SP.
So the short answer is that I can only achieve all the forgoing by
micro-level painting adjustments in flaME after play-testing evaluations and cannot do it all in my initial
macro-level HM no matter how detailed I make it (which I'm quite capable of making as detailed as a charcoal or Conti crayon drawing but that's purely aesthetics and not shaping the in-game PF / PW and Skirmish A.I.s that can be very much influenced by sheer map craft which most are not even aware of how to do from what I can see of released maps).
NOTE: PF / PW = Path Finding / Path Walking.
ALSO: Even if I did my
PRE-flaME Macro-level design like in the high-end editor screen-cap example below - I would still need to do
Micro-Level painting adjustments in
flaME based on play-testing iteration evaluations to get to the finished state I am after with regards to what I consider optimized A.I. performance.
- Regards, RV
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