Author Topic: Terrain Evolution: AH1.11, AH2.09, AH2.10  (Read 4590 times)

Offline SKurj

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Terrain Evolution: AH1.11, AH2.09, AH2.10
« Reply #75 on: April 18, 2007, 05:56:52 PM »
OK...

I'll say it...   the terrain evolution is proving that HTC cannot keep up with the advances in the coding etc with the actual building (updating) of terrains.

Perhaps another staff member is needed to help get the terrains of a much higher quality.  Besides the current issue of brightness (or lack of it) I think we all have encountered other bugs/issues with the terrains.  Another staff member dedicated to just terrains might make a world of difference.  As it is terrains/maps seem an afterthought.

Offline Citabria

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« Reply #76 on: April 18, 2007, 08:54:24 PM »
Quote
Originally posted by SKurj
OK...

I'll say it...   the terrain evolution is proving that HTC cannot keep up with the advances in the coding etc with the actual building (updating) of terrains.

Perhaps another staff member is needed to help get the terrains of a much higher quality.  Besides the current issue of brightness (or lack of it) I think we all have encountered other bugs/issues with the terrains.  Another staff member dedicated to just terrains might make a world of difference.  As it is terrains/maps seem an afterthought.



I don't think that's necessary skurj.
The only way to get that kind of insane quality and detail free from the constraints of business production and economics is for certifiably insane detail freaks like me or kanttori or anyone that has the patience, gameplay insight and graphics knowledge to execute a main arena terrain to volunteer to do it.

the terrain engine is far enough along to do that hopefully. I started this terrain a few days ago and its still in the basic base layout phase. terrain shapes are basically in place its a warped and distorted map of europe contorted to fit in a main arena

btw this terrain will have new tiles as well and its gv base routes and CV groups are not finished!

[edit: added green possible gv base routes and red country borders]

« Last Edit: April 18, 2007, 09:27:47 PM by Citabria »
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Offline killnu

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« Reply #77 on: April 18, 2007, 09:05:17 PM »
looking good fester :)   11,11  along western gridline...airstrip maybe?
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Offline Citabria

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« Reply #78 on: April 18, 2007, 09:11:31 PM »
no that will be a mountain divider for gameplay purposes. the northwest country will have a battlefield with the east country on one side of themountains and the south country will have a battle field with the eats country on the other side of that open area that will be very mountainous.

the goal is to have everythign converge on that city that the GV bases lead to for maximum chaos.
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Offline Anyone

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« Reply #79 on: April 18, 2007, 09:50:22 PM »
Quote
Originally posted by Citabria
I don't think that's necessary skurj.
The only way to get that kind of insane quality and detail free from the constraints of business production and economics is for certifiably insane detail freaks like me or kanttori or anyone that has the patience, gameplay insight and graphics knowledge to execute a main arena terrain to volunteer to do it.

the terrain engine is far enough along to do that hopefully. I started this terrain a few days ago and its still in the basic base layout phase. terrain shapes are basically in place its a warped and distorted map of europe contorted to fit in a main arena

btw this terrain will have new tiles as well and its gv base routes and CV groups are not finished!

[edit: added green possible gv base routes and red country borders]



what about the far right country having a coastline/port in Greece... that way there will be some action in the med.... or do you already have this planned? looking good, although balancing this would be hard work!


I like the idea of the GV spawn points battleing it out in main cities to reach the HQ.... kinda like the real thing. :aok

Offline VansCrew1

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« Reply #80 on: April 18, 2007, 09:55:19 PM »
put the squid back in!!!! :aok :aok

i want to bomb it :D :noid

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Offline Citabria

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« Reply #81 on: April 18, 2007, 10:01:07 PM »
I got tired of balanced terrains they are stagnant and the front never moves.

I started this intending that the country on the german side would be at the greatest disadvantage. however I think any country will have a shot at a victory even the german side.

I am contemplating having no spawn points at all on the map so the ground war will crystalize along the gv base routes which are no more than 5 miles apart... at most a 12 minute drive in a panzer or tiger or sherman, 8.5 minute drive in a t34, 5.5 minute drive in a m3/m16 or 5 minute drive in  an m8. but with the ground war enthusiasts concentrated in this area the ground fights will be more intense the way tank town fights are but without havign a fixed tank town but a front that moves along the route from one coutries HQ to the others.
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Offline Anyone

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« Reply #82 on: April 18, 2007, 10:05:21 PM »
Quote
Originally posted by Citabria
I got tired of balanced terrains they are stagnant and the front never moves.

I started this intending that the country on the german side would be at the greatest disadvantage. however I think any country will have a shot at a victory even the german side.

I am contemplating having no spawn points at all on the map so the ground war will crystalize along the gv base routes which are no more than 5 miles apart... at most a 12 minute drive in a panzer or tiger or sherman, 8.5 minute drive in a t34, 5.5 minute drive in a m3/m16 or 5 minute drive in  an m8. but with the ground war enthusiasts concentrated in this area the ground fights will be more intense the way tank town fights are but without havign a fixed tank town but a front that moves along the route from one coutries HQ to the others.


sounds great.... spawns can be camped, Vbases cant really be camped... Nice "new" idea (i think u did something simuler with festerMA?)

Offline SunKing

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« Reply #83 on: April 18, 2007, 10:11:32 PM »
Quote
Originally posted by SUPERFLY
 HT made our game engine from scratch.



Offline Citabria

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« Reply #84 on: April 18, 2007, 10:13:33 PM »
yes and in ozkansas. I loved the results. I found it to be the most enjoyable way to fight in the GV's. I will be able to have a solid road from one countries HQ to the others because all the supply roads will connect each being about 5 miles or so.

with this small map I can make a GV war on a more epic scale instead of wasting time energy and real estate on a 512 map with areas that will never get to be fought on much. If I am allowd to I will add small towns (individual structure objects in the Terrain editor tied to the nearest gv base) halfway between many gv bases along the route of the ground war, I have two cities for each country all placed along the ground war route because they can't be resupplied thus they can be in close proximity to gv bases without causing resupply imbalances.

basically I want a tank town environment that propels the strategic war forward.

[edit: reposted map pic for new thread page]

« Last Edit: April 18, 2007, 11:33:22 PM by Citabria »
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Offline BiPoLaR

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« Reply #85 on: April 19, 2007, 03:37:01 AM »
The new water looks like it should have dead bodies in it...the new terrain looks like burnt grass its so dark...i hate it....AH1 was much better
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Offline yanksfan

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« Reply #86 on: April 19, 2007, 05:47:16 AM »
Quote
Originally posted by Citabria
I got tired of balanced terrains they are stagnant and the front never moves.

I started this intending that the country on the german side would be at the greatest disadvantage. however I think any country will have a shot at a victory even the german side.

I am contemplating having no spawn points at all on the map so the ground war will crystalize along the gv base routes which are no more than 5 miles apart... at most a 12 minute drive in a panzer or tiger or sherman, 8.5 minute drive in a t34, 5.5 minute drive in a m3/m16 or 5 minute drive in  an m8. but with the ground war enthusiasts concentrated in this area the ground fights will be more intense the way tank town fights are but without havign a fixed tank town but a front that moves along the route from one coutries HQ to the others.


i think it was the donut map, with the long lines of vbase's,was awsum to have a couple hundred gv'ers rolling back and forth thru the valleys, one gv battle on that map could last days.
 If you could recreate that kind of battle, you would not only be my hero, but when the mother ship arrives your name will be found amoung those on the protected list.
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Offline Vulcan

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« Reply #87 on: April 19, 2007, 06:41:06 AM »
Quote
Originally posted by Citabria
.... stuff...  


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Offline Lusche

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« Reply #88 on: April 19, 2007, 08:19:25 AM »
Quote
Originally posted by yanksfan
i think it was the donut map, with the long lines of vbase's,was awsum to have a couple hundred gv'ers rolling back and forth thru the valleys, one gv battle on that map could last days.


Yep it was, and that were some wonderful battles. Especially since the airfields were located so far away, that a real ground battle could evolve, as fe people bothered to fly long distances.
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Offline FALCONWING

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« Reply #89 on: April 19, 2007, 08:26:49 AM »
I appreciate what HT has done with the new terrain...i too am not sure if it was a great improvement but i think it shows that they care about trying to improve the game...for this i give them a lot of respect:aok :aok

my one request is that the new forests are even more horrible to drive thru...in a real forest the vegetation in the middle should be sparse and only dense on the edges....would love to see that addressed.... right now the new forests feel more like a maze than a forest.
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