Author Topic: Action packed!  (Read 1265 times)

Offline AKcurly

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Action packed!
« Reply #45 on: June 13, 2003, 01:57:41 PM »
Quote
Originally posted by lazs2
curly... converting the hundred or so gv fields into airfields would have the same effect as having closer fields right?
lazs


Sure, Lazs. :)  But, AKDesert hasn't been that well-received ... I'm not sure it's worth the effort to fix the problems.   I suspect that's probably HTC's position (don't really know) since we haven't seen Wabbit's elevation adjusted version.

curly

Offline hazed-

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Action packed!
« Reply #46 on: June 13, 2003, 02:57:30 PM »
man i wish you guys had seen my capital cities idea for a map.

It would allow for non symetrical maps.
Very close small fields with larger fields further back.
Borders between each capital city which would be active whilst the calmer fields behind the front line would be perfect for missions etc.

The annoying thing in i cant post a picture of what i mean.

I try to explain it as clear as possible.

Think of a flower with the middle buds and the pettals all around.
The Bud would be a capital
The petals the land around it.On the very end of the petals would be many small bases all in a row going the whole way around.
Then in the middle would be fewer but medium bases then finally at the middle where the bud is one or two large bases with factories nearby.

NOW take a whole bunch of flowers and press them together.

Where the petals of each countries flower meet you have both countries smaller bases almost touching but EACH bud or capital is always ringed by its petals/small bases.

If you get what i mean here you might see why its actually possible to have huge non symetrical maps with this system as it doesnt matter the shape of the 'flower'.  Small or huge the flower fits next to the next flower the same way.

what you end up with is a sort of honeycomb of small individual zones, each with their own factories to support them.


thats probably not very clear is it? :) still i hope some get what i mean.

Offline Jackal1

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Action packed!
« Reply #47 on: June 13, 2003, 05:41:58 PM »
SSDD part 2 through 150
Democracy is two wolves deciding on what to eat. Freedom is a well armed sheep protesting the vote.
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Offline NoBaddy

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Re: Re: Action packed!
« Reply #48 on: June 13, 2003, 06:44:04 PM »
Quote
Originally posted by Ack-Ack
I heard that when the AK's revised the Pizza map that there were two submitted revisions, the one we play on now and another one with base altitudes not in the extreme.  Don't know why that one got passed up in favor of the current revision.


Ack-Ack


A.A....

Not what I heard...but then that's how rumors go :).
NoBaddy (NB)

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"Ego is the anesthetic that dulls the pain of stupidity."

Offline NoBaddy

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Action packed!
« Reply #49 on: June 13, 2003, 07:18:54 PM »
Quote
Originally posted by SlapShot
NoBaddy has heard, he listened, and apparently is trying to do something about it with the next version of Trinity. Hopefully this new version will be the true acid test of large map design, and also be the new template for future MA maps.

Only time will tell ... any predictions - insight NB that you can divulge ?


Slap...

At the risk of getting my virtual bellybutton in a sling....:)  I have been told that there will be many more terrain tiles available in AH2. You will be able to attach objects directly to the tiles. That means you wont just create an airfield object group and then plop it down on the map. This would include trees, rocks, buildings, etc.. What this should do is increase the variety through out the map. Add rivers, waterfalls, lakes and other things of that ilk and AH2 should be visually awesome.

From a game play standpoint, I am not really sure what impact all of this will have. It will, hopefully, make things like air and gv fields less 'cookie cutter' and thus, a little tuffer to trash.

Currently, map makers are limited to 8 basic tiles and a basically, static object library. If I understood correctly, the mapmaker should be able to build a large library of tiles with which to create maps. After a mapmaker has created a map, future maps should be fairly easy to create (will prolly be a LOT of work initially).

It is my understanding that AH2 will support the current maps in their current form. So, I don't expect them to disappear. Knowing that all 10 of the HTC programming staff (that would be 5 on each of HT's hands :D) are working furiously to get this puppy up and running is why I believe that folks currently asking for things that require programming are going to be ignored (this is the same reason you don't see HT playing the game or responding here). I am waiting with bait breath (sardines for lunch :D) for AH2 to arrive. I firmly believe the impact on the game will be positive.
NoBaddy (NB)

Flying since before there was virtual durt!!
"Ego is the anesthetic that dulls the pain of stupidity."