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Re: Maps of the 452nd
Posted: 17 Sep 2011, 07:29
by Merowingg
I hope not. I really do enjoy making maps. I'd like to not stop, but nothing's carved in stone, eh?
Very smart words ! So as I said we will see

It is to be enjoyment not obligatory homework
And yes life keeps us busy, I sometimes pay small consequences of spending so much time with FlaMe..
Anyway so fat totally worth it
(I still need a name for the damn map...)
If I may dare to suggest something.. try to invent the map names yourself, It is really I will sayhopeless, but I a mnot sure if it is an appropriate word here, when one say, guys I need name for my new map, and here the y start "sandwith, bustard, hell shop, broken cyborg, mum, screwdriver, flying pan" it is you who was spending time on making the map, you know what it represents, or what you wanted it to represent, how you felt while doing it, or when you were naming it, so it is entirely upo to you, the others know nothing about it so they will put anything, or I dare to say anything that they will think is nice for them, or will be remembered by them.
Of course I am only suggesting here, becuse it is how I feel, if you want to make people to invent names for you thats great too
EHEHEHEHEAHAHA I just discovered I can stretch FlaME across both my monitors...
Do not show off
Also, is there a way to change FlaME's max render distance?
Speaking of questions about FlaMe, the best place is to go to Mapping Modding section, into FlaMe thread and ask there as I did many times before, I do not understan what you mean by this question so I remain silent..
Cya
Re: Maps of the 452nd
Posted: 18 Sep 2011, 03:40
by ScEEcH452
Merowingg wrote:... it is you who was spending time on making the map, you know what it represents, or what you wanted it to represent, how you felt while doing it, or when you were naming it, so it is entirely upo to you, the others know nothing about it so they will put anything, or I dare to say anything that they will think is nice for them, or will be remembered by them.
Most true statement I've ever heard. With what you said in mind, I came up with a name for the map:
Asymmetric Grace.
The map is totally asymmetric, no two places look the same except where the tiles are the same color and oriented the same, and I'm trying to establish a beautiful rolling landscape in the places the attack cliffs don't occupy.
Also new minimap preview, you'll identify immediately the "attack cliffs" I just mentioned.

Re: Maps of the 452nd
Posted: 19 Sep 2011, 12:21
by zydonk
Curious to see how AG turns out. One comment, though: Isn't there a lot of "dead" terrain in northwest and southeast corners?
Re: Maps of the 452nd
Posted: 19 Sep 2011, 21:23
by ScEEcH452
zydonk wrote:Curious to see how AG turns out. One comment, though: Isn't there a lot of "dead" terrain in northwest and southeast corners?
There is. I'm working on that. The northwest area will have an easily defensible derrick there, and I'm still ironing out (heh, kinda literally) some cliffs and a bunch of terrain to remove that ditch-like square that developed when I removed the 5x5 wall I made around the perimeter of the map. After that, I intend to either put in more oil derricks, more hills, or Scavenger bases.
The only issues that remain with AG so far is that there is only oil in the player bases; I need to place some here and there and release a beta for the sake of balance testing and to see how the map flows...
The other issue is that the bases aren't all the same size. The northeast base is the smallest out of all of them, while the southeast base is the largest. I would recommend putting either a high-difficulty AI in the northeast base, or the most veteran player, to compensate.
Unfortunately I really can't change base layouts for two reasons:
1: I would effectively have to start from scratch. I'd need to demolish the bases, textures, cliffs, and height of everything.
2: I refuse to have put so much time into making the cliffs look nice only to start over. I put an hour into making base 0's cliffs look nice and treacherous and homey at the same time. Only way I'll do that again is on a different map.
Besides, it's asymmetric. It's not
supposed to be equal.
Re: Maps of the 452nd
Posted: 20 Sep 2011, 12:02
by zydonk
ScEEcH452 wrote:zydonk wrote:Curious to see how AG turns out. One comment, though: Isn't there a lot of "dead" terrain in northwest and southeast corners?
There is. I'm working on that. The northwest area will have an easily defensible derrick there, and I'm still ironing out (heh, kinda literally) some cliffs and a bunch of terrain to remove that ditch-like square that developed when I removed the 5x5 wall I made around the perimeter of the map. After that, I intend to either put in more oil derricks, more hills, or Scavenger bases.
The only issues that remain with AG so far is that there is only oil in the player bases; I need to place some here and there and release a beta for the sake of balance testing and to see how the map flows...
The other issue is that the bases aren't all the same size. The northeast base is the smallest out of all of them, while the southeast base is the largest. I would recommend putting either a high-difficulty AI in the northeast base, or the most veteran player, to compensate.
Unfortunately I really can't change base layouts for two reasons:
1: I would effectively have to start from scratch. I'd need to demolish the bases, textures, cliffs, and height of everything.
2: I refuse to have put so much time into making the cliffs look nice only to start over. I put an hour into making base 0's cliffs look nice and treacherous and homey at the same time. Only way I'll do that again is on a different map.
Besides, it's asymmetric. It's not
supposed to be equal.
OK. Will wait and see how it goes...
Re: Maps of the 452nd
Posted: 28 Sep 2011, 10:21
by ScEEcH452
Apologies for this dead stretch of time. I've been too busy with pretty much absolutely everything. I have enough spare time, but no motivation to work on really ANY of the projects I have going. It's kind of annoying really, all I've been doing is wasting my spare time.
For the sake of suspense, then next progress post I make will have something worthwhile in it, I swear.
You just don't know what yet.

Re: Maps of the 452nd
Posted: 04 Nov 2011, 09:56
by ScEEcH452
Okay, this downtime was longer than I ever intended it to be, but I got a bit overwhelmed for a while with college, and then my old computer stopped working altogether. So now I'm back, I need to reinstall Flame, but I'm gonna try to work on some maps in my spare time. First thing would be finishing Asymmetric Grace...
And for those who downloaded the maps I have out now, I could do with some creative feedback and bug reports (of course, only if applicable).
Re: Maps of the 452nd
Posted: 07 Jan 2012, 08:05
by ScEEcH452
GREETINGS ONE AND ALL!
Yeah... I've probably lost the following of the few that were following, but I'm trying to make an honest attempt at getting everyone's attention again.
A lot of stuff happened, I wound up in a depression, I'm trying to be happy but DAMN it's hard, so I'm trying to find something to distract my overactive mind from thinking too hard about anything; I believe map editing would be good for that.
I've done some work on Asymmetric Grace, and it may be ready for beta testing if I can keep up the momentum of this editing spree.
So behold! A mega-widescreen of the whole map (I know it's hard to make things out, but work with me here), and the obligatory minimap preview.
Also, for the record, I know there's a cliff with no textures. And though the map looks mostly the same as last time, I have OCD. I have to make EVERYTHING perfect or I can't stand myself. A lot of this editing was touchups and texture alignment, and I'm still not done. There's too much orange ground, and that bothers me.
*EDIT: I compiled the map to test it out, and aside from being yelled at for aforementioned cliff, it seems to work just fine. The AI finds its way around; they got to nearby oil derricks faster than I did, and the basic defenses are enough to deter early swarms. You'll have to play smart if you start at Tier 1 with Advanced Bases.
Re: Maps of the 452nd
Posted: 11 Jan 2012, 21:44
by ScEEcH452
UPDATE:
Progressing slowly, I've put down gateways, smoothed some stuff out, and the map should be basically ready for a beta test soon. I just need to work on that cliff with no textures. hehe
Re: Maps of the 452nd
Posted: 11 Jan 2012, 22:17
by NoQ
I just need to work on that cliff with no textures. hehe
Use the cliff brush. (:
Re: Maps of the 452nd
Posted: 13 Jan 2012, 20:24
by ScEEcH452
NoQ wrote:Use the cliff brush. (:
Smart person!
I did, why you think the texture's red?
Re: Maps of the 452nd
Posted: 13 Jan 2012, 20:34
by NoQ
Sorry i didn't notice.
Because only grey can transition to cliffs on urban, because cliff tiles are painted to seamlessly transition only to grey (obvious).
Re: Maps of the 452nd
Posted: 13 Jan 2012, 22:16
by ScEEcH452
No no, I know. I'm just saying, the cliff needs some TLC because the textures are red.
Re: Maps of the 452nd
Posted: 13 Jan 2012, 22:36
by Merowingg
"red is red, blue is blue, I live you!" (mapmaking, Milla Jovovich)
However I am so pleased to see untouched wisdom of universe mapmaking
I am sorry I just couldnt stop myself
I am joking of course

but.. the grain of truth ??

Re: Maps of the 452nd
Posted: 16 Jan 2012, 22:17
by ScEEcH452
Okay, first beta of AG is out. I haven't even started the map up yet, so I literally have nothing to say about this particular version.
For those that plan to test it, report any bugs, I'm aware some oil derricks are easier to reach by certain players, such is the price for having the starts as scattered as they are. In the future I may fix this, but it could be a good 'vets vs. noobs' map because of oil placement, I dunno.
Try it out, leave some feedback, hopefully everyone likes it. This took forever, though mostly because of a computer failure and complete lack of motivation to do anything with it for a couple months.
Here's hoping you all like it!
EDIT: 49 minutes into the first test, lemme just say... don't set the AI to as easy as possible in 2.3.9. Seriously. I have assault guns and auto-repair and they are just now starting to use VTOLs.
That said, they're really not interested in me, despite having taken over half the oil on the map now with my strike force and one truck. Oh well, I'll finish this game eventually and just start them in the middle of the bar for difficulty.