Author Topic: How about remodeling older maps?  (Read 565 times)

Offline Latrobe

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How about remodeling older maps?
« on: November 28, 2013, 06:26:54 PM »
Creating new maps can take quite some time (or I suspect it does), so while we wait why don't we just do a simple remodel of maps we already have? Maps like ndisles, baltic, and sfma have very large unused spaces that you could fit 2,3, even 4 more bases into. Why not remodel these maps and add more bases so we don't have so much wasted space? I bet it would make these maps far more enjoyable.


Just an example, look at sectors 5,9 - 5,10 - 6,9 - and 6,10 on sfma. Why so much wasted land? We could fit 3 or 4 more bases in there. We could even move the current bases closer together and fit maybe another 3-4 bases in there. Right now it just looks like a mess.


Then we have the north-west side of baltic.... need I say more? Do people actually fight up here? Ever? Sector 8,10 and 9,10 could use a base or two opening up a new route to take the nearby island rather than the usual cv sneak attempt. A19 through A24 frontlines are very far apart. Look at A20-A23! You could move all these bases closer together and put in a whole 2 other lines of bases behind them.

Offline Lusche

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Re: How about remodeling older maps?
« Reply #1 on: November 28, 2013, 06:35:34 PM »
Please, no, by all means.

Your example, SFMA, has so many bases close to each other that I don't see any need to stuff some more into them.  There are already several bases in close proximity to each other at any given time, so nothing would actually be gained from stuffing some more in the relatively little 'emtpy' space that's left.
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Offline Latrobe

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Re: How about remodeling older maps?
« Reply #2 on: November 28, 2013, 06:50:32 PM »
Where are the close bases on SFMA then? The only ones I see are the 6 bases in the north where the map is actually very balanced. The two fronts in the south I just see massive wasted space and what looks like rather random base placement.

Offline Lusche

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Re: How about remodeling older maps?
« Reply #3 on: November 28, 2013, 06:55:31 PM »
Where are the close bases on SFMA then? The only ones I see are the 6 bases in the north where the map is actually very balanced. The two fronts in the south I just see massive wasted space and what looks like rather random base placement.


On both other fronts there are bases in close proximity, and there's always a short flight to combate, especially near the A1 area. If there wasn't such a thing, or if there were any regions where you had to cross 2 sectors I would agree... but that's not the case at all, at no time on this map.

Just "more bases" doesn't make a better map or lends itself to better gameplay. A mixture of short distance bases (for ppl looking for quicker activity) and some places with more maneuvering room (for missions, buffs, players looking for less crowded combat areas) is much batter than a map crammed with bases up to the last inch. That would be a "mess".
« Last Edit: November 28, 2013, 06:57:18 PM by Lusche »
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Offline Latrobe

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Re: How about remodeling older maps?
« Reply #4 on: November 28, 2013, 07:27:31 PM »
Maybe we just have different ideas of what a "close base" is then.  :) I consider the A19-A1 flight on the longer side of flight time. If the fight is taking place is the middle of the two base between the radar rings then I consider that a good short flight to a good fight, but that rarely seems to happen. It's usually one side hording the others base until everyone dies or runs out of ammo. Then the side that was being horded chases everyone back to their base, hordes there until everyone is dead or out of ammo, and rinse and repeat.

I think more bases gives you more options for a fight. Currently on SFMA for example, the only fight you ever see is from A19-A1. I've rarely seen people going from A8-A25, and I think I've only ever seen people going from A16-A31 twice in all my years playing this game. I think that's mostly to the fact that those bases are further apart than A19-A1. Plus, there's nothing after A31 but empty space, and once you get A25, it's still a longer flight to the next bases than A19-A1. So I'm guessing people log on, see the usual hording going on at A19-A1, say "No I don't want to be a part of that. Let's find another fight.", don't see anything going on between the other bases, and log off. I've tried the "start a fight then!" tactic of flying to the enemy base and trying to stir something up, but 9 out of 10 times I just circle the base for 10 minutes with manned guns shooting at me.
 

Perhaps we have different views on what a good map is based on our different play styles. I'm a dogfighter and I like maps like Greebo's crater where I can find a fairly short flight to a fight anywhere on the map. You being a high altitude bomber kind of guy probably see maps differently.

Offline PFactorDave

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Re: How about remodeling older maps?
« Reply #5 on: November 28, 2013, 07:38:50 PM »
Maybe we just have different ideas of what a "close base" is then.  :) I consider the A19-A1 flight on the longer side of flight time. If the fight is taking place is the middle of the two base between the radar rings then I consider that a good short flight to a good fight, but that rarely seems to happen. It's usually one side hording the others base until everyone dies or runs out of ammo. Then the side that was being horded chases everyone back to their base, hordes there until everyone is dead or out of ammo, and rinse and repeat.

I think more bases gives you more options for a fight. Currently on SFMA for example, the only fight you ever see is from A19-A1. I've rarely seen people going from A8-A25, and I think I've only ever seen people going from A16-A31 twice in all my years playing this game. I think that's mostly to the fact that those bases are further apart than A19-A1. Plus, there's nothing after A31 but empty space, and once you get A25, it's still a longer flight to the next bases than A19-A1. So I'm guessing people log on, see the usual hording going on at A19-A1, say "No I don't want to be a part of that. Let's find another fight.", don't see anything going on between the other bases, and log off. I've tried the "start a fight then!" tactic of flying to the enemy base and trying to stir something up, but 9 out of 10 times I just circle the base for 10 minutes with manned guns shooting at me.
 

Perhaps we have different views on what a good map is based on our different play styles. I'm a dogfighter and I like maps like Greebo's crater where I can find a fairly short flight to a fight anywhere on the map. You being a high altitude bomber kind of guy probably see maps differently.

I agree.

My favorite thing to do in this game, since I first started playing, is to up from a field being attacked by a Carrier Group.  The flight time to get into action is short, and the fight is usually on the deck (which I find more fun).

I would love it if there were many many many more situations where bases are close enough that their Radar rings overlap a few miles.

I don't think more opportunities to get into action quickly would be bad for the game either.


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Offline The Fugitive

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Re: How about remodeling older maps?
« Reply #6 on: November 28, 2013, 08:38:41 PM »
I think that unless you have all the source files for the map updating one is going to take as much time and trouble as building a new map. So why bother. Just build a new one.

Offline BaldEagl

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Re: How about remodeling older maps?
« Reply #7 on: November 28, 2013, 09:28:34 PM »
I think that unless you have all the source files for the map updating one is going to take as much time and trouble as building a new map. So why bother. Just build a new one.

And you think that HT doesn't have them?
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Offline The Fugitive

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Re: How about remodeling older maps?
« Reply #8 on: November 29, 2013, 09:18:59 AM »
They don't have the one for the AKdesert map (old pizza) and seeing as MOST of the maps are by players it would be the players that have to source files, which is why the AKdesert map source files were lost.

Offline Latrobe

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Re: How about remodeling older maps?
« Reply #9 on: November 29, 2013, 09:27:11 AM »
I don't really know how map creation works. If moving bases around really would take as much time as making a whole new one then maybe a whole new map is what we need? I'm just trying to come up with ideas to keep the current player base interested in staying while we wait for new players to start joining up. Currently when maps like these are up you hear nothing but complaints about them. People don't stick around playing something they don't like.

Offline The Fugitive

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Re: How about remodeling older maps?
« Reply #10 on: November 29, 2013, 09:37:14 AM »
Your not going to make everyone happy on any map. Some people love sfma others hate it with a passion. The same goes for all the other maps. How those maps are played..... now thats a whole 'nother story  :devil

Offline Greebo

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Re: How about remodeling older maps?
« Reply #11 on: November 29, 2013, 10:15:29 AM »
When a player finishes building an MA map, they send the source files to HTC who then check it out before allowing it into the rotation. Any subsequent changes or bug fixes to that map are then usually done by HTC.

Placing new fields into a terrain would involve placing the field and town objects themselves while assigning their properties correctly. Then possibly placing spawn points to and from the field and SBs if it is on the coast. It may need adjustments to the terrain height around the fields to allow bombers to take off safely. This may in turn require a new arena map to show these alt changes. Then a reset of the road system creates new supply roads and trucks etc for the new fields. The roads have to be routed by hand unless you want them running up cliffs etc. After that its a question of running the TE's error checking routines and flying the terrain offline to find any bugs.

I'd say the biggest improvement to gameplay that HTC could do to the older maps without too much work would be to improve the layout and/or numbers of SPs.