Author Topic: Why the BIG Maps Don't Work So Well  (Read 1068 times)

Offline MRPLUTO

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Why the BIG Maps Don't Work So Well
« on: July 12, 2003, 08:17:12 PM »
Well, I wish I could figure out how to upload an image from my computer, but I can't.  And this BB won't let me delete my own post.  So I'll just have to use lots of words instead of one picture.

I think the problem with the big maps like Pizza, Trinity, and BigIsles is that they try to use all, or almost all, of the available map area.  But when the dimensions of the map are increased from 256 miles square to 512, the area is increased by 4 times!  Yet these larger maps were designed to accomodate an increase in players from about 250 to 500, only a factor of 2X.  The result is too low a density of aircraft and the inevitable increase in the number of milkruns.

******

Solution:

Put land only in an area equal to a doubling of the orginal smaller maps.  Leave the outer edges for 50 miles around ocean, from which fleets can suddenly appear to launch attacks on enemy shores.

MRPLUTO VMF-323 ~Death Rattlers~ MAG-33
« Last Edit: July 12, 2003, 08:33:15 PM by MRPLUTO »

Offline GScholz

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Why the BIG Maps Don't So Well
« Reply #1 on: July 12, 2003, 08:23:22 PM »
Yes the red X can be annoying sometimes.
"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."

Offline MRPLUTO

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Why the BIG Maps Don't So Well
« Reply #2 on: July 12, 2003, 08:34:26 PM »
LOL!

Offline culero

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Re: Why the BIG Maps Don't Work So Well
« Reply #3 on: July 12, 2003, 08:38:56 PM »
Quote
Originally posted by MRPLUTO
Put land only in an area equal to a doubling of the orginal smaller maps.  Leave the outer edges for 50 miles around ocean, from which fleets can suddenly appear to launch attacks on enemy shores.

MRPLUTO VMF-323 ~Death Rattlers~ MAG-33


Cool idea.

culero
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Offline Bullethead

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Why the BIG Maps Don't So Well
« Reply #4 on: July 13, 2003, 01:42:58 AM »
MRPLUTO, I think the same way.  We have maps with 250+ fields now, when we really only need like 100-150 for the number of players we've got.  I like your idea of having a huge ocean all around the edge.  Hmmm, I'm almost tempted to try making something like that.

-BH

Offline MRPLUTO

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Why the BIG Maps Don't So Well
« Reply #5 on: July 13, 2003, 06:07:40 AM »
Bullethead,

I'm glad to hear you're "almost tempted to try making something like that".  I hope you and many others will.  I would, but for the life of me I cannot figure out how to use the terrain editor.

*******

Help please, with posting image on BB

In my computer's "My Pictures" folder is a file called "maptheory1".  Can someone tell me what I should do to post it here?  Please be very detailed; an obvious step to you probably would never occur to me.

MRPLUTO

Offline Furball

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Why the BIG Maps Don't So Well
« Reply #6 on: July 13, 2003, 06:25:46 AM »
mrpluto go to http://www.onpoi.net/ah and upload the picture there
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Offline Overlag

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Why the BIG Maps Don't So Well
« Reply #7 on: July 13, 2003, 11:23:02 AM »
not sure about CV's randomly popping up. But a map like Bigisles, has alot of bases around. I thought it would be better if the middle area just had one big sea, with all the CV's spawning into it, instead of even more islands. and only have the 3 "slots" with the islands between them. Also that way, it kinda removes the all vs all in the center islands.



(tell me if its too big filesize, and ill compress more)

with that idea, you lose alot of bases, and can have Open sea to have CV vs CV battles (that i like).


oh, and Pluto, email me the pictures on VMF thingy, ill host them and post them if you want :)
Adam Webb - 71st (Eagle) Squadron RAF Wing B
This post has a Krusty rating of 37

Offline MRPLUTO

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Why the BIG Maps Don't So Well
« Reply #8 on: July 13, 2003, 11:33:45 AM »
I didn't mean to imply that fleets would "suddenly appear" in the literal sense of spawning.  I just meant that there would be all this water around your country and a fleet or two could approach undected and suddenly launch an invasion in a totally unexpected location.

MRPLUTO

Offline Grimm

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Why the BIG Maps Don't So Well
« Reply #9 on: July 13, 2003, 11:36:16 AM »
Mr Pluto,

Count me in agreement!

The map size jump to 4x is too big a jump.   during a really full prime time its workable,  but if you in an off peak time, its just way oversized.   it becomes milkrun city out of boredom.  

The suggestion of keeping the map size,  but packing it together is a great one.   It would even push fields closer together which might spawn some better game play.  

I consider that a Mid-sized map and would be excellent.

Offline NoBaddy

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Why the BIG Maps Don't So Well
« Reply #10 on: July 13, 2003, 01:09:54 PM »
Quote
Originally posted by Overlag




Welp...

Looks like this would be a really big SFMA terrain with islands. Like the SFMA, all the action would be on the edges and would rarely be all 3 countries fighting unless a reset was near.

BTW, though the size of the map is 4 times the small maps, the number of fields is only about 3 times.
NoBaddy (NB)

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Offline Overlag

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Why the BIG Maps Don't So Well
« Reply #11 on: July 13, 2003, 02:57:51 PM »
Quote
Originally posted by MRPLUTO
I didn't mean to imply that fleets would "suddenly appear" in the literal sense of spawning.  I just meant that there would be all this water around your country and a fleet or two could approach undected and suddenly launch an invasion in a totally unexpected location.

MRPLUTO


problem is, that never seems to happen, people who command CV's seem to want them to hug the coast as if they will fall of the side of the earth once they cant see land :p :o
Adam Webb - 71st (Eagle) Squadron RAF Wing B
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Offline Bullethead

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Why the BIG Maps Don't So Well
« Reply #12 on: July 13, 2003, 05:35:56 PM »
MRPLUTO said:
Quote
I'm glad to hear you're "almost tempted to try making something like that".  I hope you and many others will.  I would, but for the life of me I cannot figure out how to use the terrain editor.


Get the help files and ask for help in the editor forum.  That's how I got it to work.  I'm by no means an expert, though.  I can slap together tiny maps that work for H2H, buff target practice, etc., but I'm utterly terrible with getting the contours to look good.  I'm working on that, however.  Just takes practice with BMP2MAP.

Back to your suggestion, I see you really put some thought into it before you posted up.  Today I messed around with your idea some.  I calculated how big a map I'd have if I made a circle with 2x the area of a small map.  Voila, I get a circle that's 50 or so miles short of the edges of the big map grid at the cardinal points, just like you suggested :).

So now I've got an idea for a map layout to fit in that circle.  It would have about 120 total bases of all types.  That would put it right about in the middle between your typical existing small and large maps.  Basically, 2x the playing area and 2x the number of fields of a small map, and 1/2 of each for a large map.  I think that would be a good fit for typical arena numbers.  And it definitely is not nearly as daunting a project as the full-blown large map.

There are a couple of issues, however, that make me hesitate to really start on this.  First is, would HTC want a map of this description if I made it?  Second, how much work done now would be salvageable once AH2 comes out?  Maybe I can bother NoBaddy to let me use whatever he's gonna update Trinity with ;).

But I need the practice and a project so I'll definitely do something along these lines.  Who knows, I may get the hang of BMP2MAP at least :)


Quote
In my computer's "My Pictures" folder is a file called "maptheory1".  Can someone tell me what I should do to post it here?  Please be very detailed; an obvious step to you probably would never occur to me.


You gotta have the picture uploaded to some site on the internet.  If your ISP gives you webspace, just upload it there.  Don't worry about putting it in a fancy webpage, just store it in the space they give you like it was another of your HDs.  And remember where you put it, because that gives you the URL of the picture.  The URL will look something like this:

http://my.webspace.provider/myusername/mypicture.jpg

Once you've done that, you open the box here on this board to type in a message.  Use the vB code to include an image in your post.  In the upper left corner of the message box there's a link to the vB codes, but all you do is put the following where you want the pic to appear in the text:

{img}http://my.webspace.provider/myusername/mypicture.jpg{/img}

Only you use square brackets instead of curly brackets.

Offline Overlag

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Why the BIG Maps Don't So Well
« Reply #13 on: July 14, 2003, 05:21:43 AM »
Pluto's map:



:)
Adam Webb - 71st (Eagle) Squadron RAF Wing B
This post has a Krusty rating of 37

Offline Jackal1

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Why the BIG Maps Don't So Well
« Reply #14 on: July 14, 2003, 05:45:41 AM »
IMHO, with just 50 miles of outer ocean the CVs would be hunted down and sank in short order. The map shown above would produce a definite two sided war.
  I don`t know at what times you are playing, but again, IMHO the problem is not with the big maps, they are a solution. The problem times are on the small maps.
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