Author Topic: New Map Characteristics: What would you Specify?  (Read 1526 times)

Offline Randall172

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Re: New Map Characteristics: What would you Specify?
« Reply #30 on: January 28, 2017, 10:25:14 PM »
You make it take longer for air response to get out there and wirbels to get setup, M3's to lay out supplys and get dug in waiting for the run troops signal. By the time most players get around to checking out the town, with it that far away even with a spawn, you have already allowed Gvers to get setup. You are handing the spawn camping to the attackers. You have handed base capture over to three guys during prime time under the noses of the average furball.

That list is compiled by guys known to not like GV's in the game including yourself. Moving the town 5 miles away, might as well put the map room back on the airfield and create a separate tank only MA.

Less airfields
more VH bases
no "teleporting" to other bases. (spawn camping would be a nonissue)
I mean really pack the VH bases.
there are a couple maps like this (the one with lots of canyons)

but in my opinion, the teleport "spawn" system is dumb to me. it takes away the fluidity of the battles, because you can bypass attackers and immediately attack their base, instead of having to push them back to their base. Now you have two battles instead of one large one.


Offline RufusLeaking

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Re: New Map Characteristics: What would you Specify?
« Reply #31 on: January 29, 2017, 07:34:38 AM »
You make it take longer for air response to get out there and wirbels to get setup, M3's to lay out supplys and get dug in waiting for the run troops signal. By the time most players get around to checking out the town, with it that far away even with a spawn, you have already allowed Gvers to get setup. You are handing the spawn camping to the attackers. You have handed base capture over to three guys during prime time under the noses of the average furball.

That list is compiled by guys known to not like GV's in the game including yourself. Moving the town 5 miles away, might as well put the map room back on the airfield and create a separate tank only MA.
Spawn camping is going to happen. Which side is the camper makes no difference.

On my preference for play, it's airplanes. Blame the lack of GV skill, really.

My GV whine is with the static turkey shoots (Tank Town, V85/V88 on that one map.) Even when I drive a vehicle, I tend to motor around like a fighter. And, die a lot.

As this is a preference thread, I would prefer to see combined arms actions to take bases rather than the mass GV ranged duels that seem to develop.
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Offline OldNitro

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Re: New Map Characteristics: What would you Specify?
« Reply #32 on: January 29, 2017, 08:31:58 AM »
A natural obstacle, like a major river crossing, to be surmounted, before victory can be achieved, and the map reset. Something like a Remagen set up, or an Oder crossing type scenario.

Maybe building some pontoon bridges under fire. One group to suppress the defenders, interdict reinforcement, while the others construct the bridge(s).

Offline The Fugitive

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Re: New Map Characteristics: What would you Specify?
« Reply #33 on: January 29, 2017, 08:49:38 AM »
Spawn camping is going to happen. Which side is the camper makes no difference.

On my preference for play, it's airplanes. Blame the lack of GV skill, really.

My GV whine is with the static turkey shoots (Tank Town, V85/V88 on that one map.) Even when I drive a vehicle, I tend to motor around like a fighter. And, die a lot.

As this is a preference thread, I would prefer to see combined arms actions to take bases rather than the mass GV ranged duels that seem to develop.

With the new terrains you see a lot less spawn camping these days. Lots of trees to look around now, makes for a lot more hunting and shooting on the run style GV game.

I didn't mind the tank towns, V85/V88 tank battles. It was fun to jump into one for a break after getting HOed and picked for a few hours  :neener: or you could practice your dive bombing  :devil

A natural obstacle, like a major river crossing, to be surmounted, before victory can be achieved, and the map reset. Something like a Remagen set up, or an Oder crossing type scenario.

Maybe building some pontoon bridges under fire. One group to suppress the defenders, interdict reinforcement, while the others construct the bridge(s).

I'd like to see ANYTHING that promoted fighting, but I don't think you will see that any time soon. If the map was designed to push fighting I think youd see more and more people just log off rather than have to "fight" for it.


Offline BuckShot

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Re: New Map Characteristics: What would you Specify?
« Reply #34 on: January 29, 2017, 08:55:55 AM »
heres the one I just built, hows this rate? its a 64X64




I like the light green
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Offline bustr

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Re: New Map Characteristics: What would you Specify?
« Reply #35 on: January 29, 2017, 11:30:21 AM »
With the new terrains you see a lot less spawn camping these days. Lots of trees to look around now, makes for a lot more hunting and shooting on the run style GV game.

I didn't mind the tank towns, V85/V88 tank battles. It was fun to jump into one for a break after getting HOed and picked for a few hours  :neener: or you could practice your dive bombing  :devil

I'd like to see ANYTHING that promoted fighting, but I don't think you will see that any time soon. If the map was designed to push fighting I think youd see more and more people just log off rather than have to "fight" for it.


Getting closer to subitting to HTC. I'm testing the effects of the cloud fronts on FPS. Hitech gave me his requirements, so I'm setting up the fronts. You should like this Fugi. The three closest bases are 19 miles(3\4 sector) away so the fighter and bomber guys will all be playing in that giant pit with the tank guys. All three GV bases are uncapturable so the off prime time griefers can't take away the fun. The gallery around the pit is 500ft above SL, with the pit bottom at 25ft with a tiny tree covered hill in the center at 250ft. The pit is roughly 5000yds across so the long range guys can duel away all night long. The bottom of the cloud layer is 2500yds from the nearest osti if bombers want to take a run griefing the tankers. That is roughly 6sq miles of solid villages with three spawns from each base out into the area. It is not like the tankers won't be inaccessible, just expensive in personal risk to get at.

Did you know a panther can climb a 70 degree slope up forever in our game? That's why the inner wall of the caldera is 1600-2200ft high. Had to raise the wall until the top was steeper than 70 degrees to keep the panthers in the pit. 

Now with Hitech's requirements for clouds, I'm using fronts so 80% of the time coverering over strats and other targets at 7-18k is protecting them from bombing above the cloud base. With a 20-30% random factor for bombing success over 24 hours. That means if you loiter around waiting to time the cloud front, you give defenders that much more time to get to your alt. Or you can expose your self by coming in under the cloud base.

The Pit.








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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline bustr

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Re: New Map Characteristics: What would you Specify?
« Reply #36 on: January 29, 2017, 11:31:08 AM »
Me262 30k over radar factory. The terrain is a super caldera 18 sectors in diameter with an unbroken crater wall 26,000ft high. AFK for too long won't have you wake up off the map anymore. Note to self: self lighten up that stratus layer above the 262.






Tu2 26k over radar factory showing the effect of an 18k cloud front protecting the target.





bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Arlo

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Re: New Map Characteristics: What would you Specify?
« Reply #37 on: January 29, 2017, 11:36:51 AM »
Pretty.

Offline bustr

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Re: New Map Characteristics: What would you Specify?
« Reply #38 on: January 29, 2017, 11:39:22 AM »
Pretty.

Arlo you say the sweetest things....... :lol
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Arlo

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Re: New Map Characteristics: What would you Specify?
« Reply #39 on: January 29, 2017, 11:47:57 AM »
Arlo you say the sweetest things....... :lol

Don't make me hurt you. ;)

Offline bustr

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Re: New Map Characteristics: What would you Specify?
« Reply #40 on: January 29, 2017, 12:02:25 PM »
So in the latest change notes for patch18 Hitech talked about a new default water color when you generate a clipboard map. I'm assuming it is to give a better contrast for the new radar rings. Here is the new clipboard map water color. Works with the lighter color of the destroyed radar. It's kind of blinding when you really expand it in the tower.


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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Lazerr

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Re: New Map Characteristics: What would you Specify?
« Reply #41 on: January 29, 2017, 12:53:04 PM »
Bustr how close are you to submitting that if you dont mind me asking.

Offline bustr

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Re: New Map Characteristics: What would you Specify?
« Reply #42 on: January 29, 2017, 01:34:01 PM »
I could submit it on Monday if I left out the cloud fronts and it would suck as a terrain. But, with the fronts this is a showcase for what AH3 promised three years ago. I'm really trying to make HTC look good here by pushing the available art work to the max. Hitech recently commented on the clouds in another post of mine which has helped me immensely in building in some of that immersion factor, "fronts" add to the eye candy.

Since I didn't want another round of flak bases for the HQ\city areas which are useless anyway against 25k+ single finger salute platforms. I've been testing cloud fronts and stratus layers to interfere with aiming the bombs. And for eyeballing what is really damaged to make the bombers offer themselves up as targets longer. Unless they want to gut it out under 18k.

I'm putting 18k heavy fronts over every strat on the terrain. That does not mean you cannot bomb the strat from 25-30k. Just means your ability to see the strat in the scope is harder much of the time versus flying in under the 18k front in the open air for pin point accuracy. On the 9 country islands the make up the 3 countries, the highest bases are 2-2.5k at the very upper edge of each island at the ring of water that surrounds the map. There is a single 2.8k base. That ring of land butting up into the 26k mountain ring, the highest bases are about 4-5k. Since this is a bowl, if you look at the clipboard map as descending rings to the center island, most bases are under 1k.

I made land 26k tall then in concentric rings starting at 5k, working into the center at sea level I kept shaving the terrain down like a bowl. Then along those rings I made plate edge blowups where old lava eruptions would have pushed up the plate edges after cracking them. And the final out gassing is the central tank arena crater.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Arlo

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Re: New Map Characteristics: What would you Specify?
« Reply #43 on: January 29, 2017, 01:37:10 PM »
Put any BBs on the map?  :cheesy:

Offline bustr

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Re: New Map Characteristics: What would you Specify?
« Reply #44 on: January 29, 2017, 01:55:28 PM »
Put any BBs on the map?  :cheesy:

You mean the Iowa class ship object sitting in the "all objects" list?

No, it wouldn't be fair to anyone with it's range and destructive ability in those confined water ways. As of yet it has not been setup as a group object the task group function will recognize to give initial way points to. Testing as an add in to the existing task group unit, I found CVs went down from 3 salvos with a 30sec reload time between salvo. Shore batteries went down with 3 and it tore up towns quickly. It's a better game tool in a terrain with large open water areas to slug it out with other BB task groups. And the way I created this terrain, everyone would keep that thing sitting on the bottom 24x7 and I would not blame them no matter how extreme they got about it.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.