Author Topic: maps designed for exciting fast paced gameply  (Read 400 times)

Offline Citabria

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maps designed for exciting fast paced gameply
« on: August 23, 2003, 04:17:46 PM »
will  HTC accept 256 maps? or just 512 size maps?
Fester was my in game name until September 2013

Offline Rutilant

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maps designed for exciting fast paced gameply
« Reply #1 on: August 23, 2003, 06:05:22 PM »
how about a 25 mile map.. with unporkable resources and ack set to fifty billion.. and a vertical downward wind of 127mph at 15k..

Offline Yorba

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« Reply #2 on: August 23, 2003, 06:18:49 PM »
Quote
Originally posted by Rutilant
how about a 25 mile map.. with unporkable resources and ack set to fifty billion.. and a vertical downward wind of 127mph at 15k..


wtf, I ain't gonna fly on that map without the fairy dust clouds that repair damage and/or re-arm depending on color.

Offline Gixer

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« Reply #3 on: August 23, 2003, 06:22:06 PM »
Maybe it's not the maps at all and were all just getting tired of the rinse and repeat gameplay. Seems more and more like AH Quake every day to me.

With good fights few and far between. And the land war which is made up on no identifiable strategic targets or goals. With victory often going to the side with most numbers and the only strategy being to swarm a base,vulch and capture. Rinse and repeat.

Im finding that I tend to only log on for an hour or so a day at most.

I use to agree that the maps were a problem, but now I don't. I don't think it matters at all as the core of the game is flawed.

With other games out there and more and more being developed to be played as multi player online. AH is starting to look rather weak.

Especially it's graphic engine. Damage modeling etc.

The only thing that keeps me coming back, is the community of friends and squaddies. And the odd good 1 v 1 or 1 v 2 fight.



...-Gixer
-Hells Angels-

Offline Rutilant

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« Reply #4 on: August 23, 2003, 06:24:17 PM »
Quote
Originally posted by Yorba
wtf, I ain't gonna fly on that map without the fairy dust clouds that repair damage and/or re-arm depending on color.


Sarcasm, my dear Yorba ;)

Offline Yorba

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« Reply #5 on: August 23, 2003, 06:26:07 PM »
Quote
Originally posted by Rutilant
Sarcasm, my dear Yorba ;)


Oh touche My dear Slutilant ;)

Offline Batz

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maps designed for exciting fast paced gameply
« Reply #6 on: August 23, 2003, 07:23:46 PM »
You can make a 512 x 512 map and not use the whole area.


Look at Mindinao. Its 256 x 256 but the island itself is much smaller.

You could do a 512 x 512 but create the land mass about 384  x 384 and call it a medium map.

If you look at the current large maps they use almost the entire 512 x 512 area.

Also to reduce clipboard map clutter and to make the "war" a bit better you could create satelites fields as I suggested in this thread

http://www.hitechcreations.com/forums/showthread.php?s=&threadid=93763

Quote
What would be neat is if one of the map makers could experiment with satellite fields.

IE

In a sector you have 1 large field and 1 large town. Around that field and within a 25 mile sector are smaller fighter fields.

This can be done now by creating fighter entry points at the remote "runways" like the remote gv spawns execpt they spawn you on to a runway.

You could then spread the strat objects (fuel ammo barracks) around at the smaller fields would stop the fuel porking etc....

As it is now to capture a field you need to kill all the objects at the town. You could place groups of buildings representing smaller towns near the satellite fields but have them attached as part of the main town. To effect a capture you would need to knock down all the buildings at the main town plus these smaller towns.

All the hangers could be spread out amoungst the satellite fields making it harder to shut down the af by suicide hanger porking. You could lay the satellite fields out so that the furballers have shorter flight times.

This way base capture becomes spread amoung a sector and would take a group effort to capture. You could leave a single map room at the main town and up the number of goons to 20 for capture.

You could them eliminate the clutter form the clipboard map because the number of "fields" actually get smaller. But the number of runways gets larger.

Imagine the look of the pizza map with 1 field per sector. You could then have many satellite fields.

It would be a job for some one who cares a bit more then me but I imagine it doable.

Offline ccvi

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« Reply #7 on: August 23, 2003, 07:41:13 PM »
Send a draft of field layout to HTC and let them decide?

Offline BUG_EAF322

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« Reply #8 on: August 24, 2003, 12:23:57 AM »
Sigh Whiners.

Offline Rutilant

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« Reply #9 on: August 24, 2003, 12:37:49 AM »
Damnit Yorba..

 Jeeze, i'm even startin to sound like Jam! :eek:


Hey, i'm all for the new map idea.

Offline Zanth

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Re: maps designed for exciting fast paced gameply
« Reply #10 on: August 24, 2003, 04:03:57 AM »
Quote
Originally posted by Citabria
will  HTC accept 256 maps? or just 512 size maps?


It is my informal understanding - and has not been replied to otherwise in a few weeks in AH2 forum - that only maps we get in AH2 are the new ones modified for the new graphics.

Offline Batz

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maps designed for exciting fast paced gameply
« Reply #11 on: August 24, 2003, 11:18:25 AM »
all the art in the terrains comes from whats in the te. Whether its "customized" by the map maker or not.

In ah2 a new te would most likely just include the new "art" and terrain features but work the same way. New art or a new TE doesnt mean the old maps wont work in Ah. All the old maps work in Ah now even though newer versions of the TE contain new objects etc.