Author Topic: Buzzkill map on a Sunday morning  (Read 3290 times)

Offline Simon

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Re: Buzzkill map on a Sunday morning
« Reply #15 on: June 05, 2017, 09:20:24 AM »
It's definitely better now. I did notice that vbase radars don't show enemies though. Is that by design?

Now we just have to inform everyone so they don't just log immediately on sight, like I did, and see if the changes result in more air combat.


Simon

Offline Shuffler

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Re: Buzzkill map on a Sunday morning
« Reply #16 on: June 05, 2017, 09:43:38 AM »
I noticed one odd anomaly on buzzsaw last night. A45. The base has a constant flicker throughout the terrain. Also the base is now an island as well as the town, but they aren't connected. So no gvs can run to town, unless the water showing is a visual anomaly. I didn't test a drive from base to town to check though.


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You get far enough from town it looks like a water filled out. I deported the bug. I believe the town and field are below sea leve.

The terrain is much more playable now.
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Offline Wiley

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Re: Buzzkill map on a Sunday morning
« Reply #17 on: June 05, 2017, 09:53:32 AM »
Definitely an improvement and it showed.  There were airplanes in the air and everything last night.

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Offline DubiousKB

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Re: Buzzkill map on a Sunday morning
« Reply #18 on: June 05, 2017, 10:08:38 AM »
You get far enough from town it looks like a water filled out. I deported the bug. I believe the town and field are below sea leve.

The terrain is much more playable now.

I noticed the atlantis style base and town as well... Helluva a moate you put around that field!  :salute   I didn't notice the other major changes, is there a listing of what was adjusted in another thread?  Just curious what tweeks were attempted. 
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Offline SlipKnt

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Re: Buzzkill map on a Sunday morning
« Reply #19 on: June 05, 2017, 10:10:14 AM »
I noticed one odd anomaly on buzzsaw last night. A45. The base has a constant flicker throughout the terrain. Also the base is now an island as well as the town, but they aren't connected. So no gvs can run to town, unless the water showing is a visual anomaly. I didn't test a drive from base to town to check though.


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Not an anomaly.  We drove LVTs to get there.  Don't know if it was intended but made for an interesting run.  I actually liked that.  It changed how we had to attack it.
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Offline cav58d

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Re: Buzzkill map on a Sunday morning
« Reply #20 on: June 05, 2017, 10:22:38 AM »
V9 to A14 vehicle spawn needs to be tweaked.  No more than a 45 second ride to be on the field. 

I also don't think the dual ports work.  I would like to see one of the ports deleted, and if they stay, the large airfield less then a sector away should be changed to a small field.
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Offline Randy1

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Re: Buzzkill map on a Sunday morning
« Reply #21 on: June 05, 2017, 10:45:05 AM »
Major changes need a few days to work out the bugs.  A huge thanks for working on this map.  It may end up as one of the best maps in the game.

I would suggest further attention to the strats.  They are still too easy to take down.  The start attacks favors the large country when there is a side imbalance countering any ENY restrictions.

Offline Electroman

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Re: Buzzkill map on a Sunday morning
« Reply #22 on: June 05, 2017, 11:18:58 AM »
The map is definitely better and at least getting bombers up and flying now is more promising. I would almost exclusively GV before on this map because the terrain heights were such a pain it made no sense for bombers.

Like the improvements so far, but as some have mentioned there could be a few more tweaks to make this map a little better. Thanks for the efforts - greatly appreciated!

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Offline Vraciu

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Re: Buzzkill map on a Sunday morning
« Reply #23 on: June 05, 2017, 11:35:11 AM »
Now we have expanded possibilities.   I advocated for modifying maps long ago.   It works.   Once we get Buzz fixed hopefully others will get a second lease on life. 

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Offline Wiley

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Re: Buzzkill map on a Sunday morning
« Reply #24 on: June 05, 2017, 12:25:46 PM »
Wouldn't that kind of be up to the creator of the map?

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Offline bustr

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Re: Buzzkill map on a Sunday morning
« Reply #25 on: June 05, 2017, 01:01:37 PM »
Waffle a question:

Do you have available only in house at HTC a terrain editor tool that allows "you" to perform global elevation adjustments to a terrain?
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Offline hitech

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Re: Buzzkill map on a Sunday morning
« Reply #26 on: June 05, 2017, 01:59:33 PM »
Waffle a question:

Do you have available only in house at HTC a terrain editor tool that allows "you" to perform global elevation adjustments to a terrain?

He uses l3dt.

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Offline AAIK

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Re: Buzzkill map on a Sunday morning
« Reply #27 on: June 05, 2017, 02:12:12 PM »
He uses l3dt.

HiTech

Do you need a paid version to output maps like waffle does?

Offline bustr

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Re: Buzzkill map on a Sunday morning
« Reply #28 on: June 05, 2017, 02:20:18 PM »
He uses l3dt.

HiTech

They never sent me a license for a 90 day trial of the Pro version which has a 4096x4096 work space. So I created a basic elevation unsigned heightmap RAW file and got started on my new terrain. The free version has only a 2048x2048 work space. I didn't really want to create one off topo formations or all of Country-1, then copy and paste piece together a whole 4096x4096 terrain from that.

I know, I should just bite the bullet and buy the single seat license Pro version.

I was just trying to envision how he lowered the global elevation for a broad topo feature including putting a field and it's town base elevation under water while keeping intact the object locations he did not change and the terrain tile over lay that was in place. Swapping out field objects and moving spawns around takes an afternoon. Or I've played with modifying an OBA file for that to change several objects that I was confident working with.
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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: Buzzkill map on a Sunday morning
« Reply #29 on: June 05, 2017, 02:32:06 PM »
AAIK,

If you are only creating 10x10 sector (2048x2048) terrain , you can do that with the free version of L3DT. The Pro version allows for a 4096x4096 work space. My terrains with the 25k mountain ring create a hybrid sized arena where the combat space is 14x14 sectors. Then you arrange the base objects to provide activity for prime time large groups and off prime small groups. The wheel design is good for that configuration. If AH gets on Steam and numbers increase, the wheel design will be too easy to flip the map by larger groups of players. At least it will be fun while the map lasts for them.
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.