Aces High Bulletin Board

General Forums => Films and Screenshots => Topic started by: popeye on December 14, 2022, 08:37:35 AM

Title: Nightmares
Post by: popeye on December 14, 2022, 08:37:35 AM
Some small maps
Title: Re: Nightmares
Post by: JimmyD3 on December 14, 2022, 09:05:52 AM
Have you uploaded these yet? I looked at Crag the other day, looks awesome to me. Send it to Hitech, he seems to be pretty receptive for new maps. I sent him my 3points map Monday. He said he'd try to get it up soon.
Title: Re: Nightmares
Post by: DmonSlyr on December 31, 2022, 02:35:19 PM
I really like all 3 of the maps. These are certainly much better suited for the current #s, especially during off ours. Would love to replace these with BowlMA, CraterMA, and Buzzsaw. I think it would actually make a huge difference.

Thanks for making these!  :salute

Title: Re: Nightmares
Post by: Dadtallica on December 31, 2022, 06:17:00 PM
I would give body parts to be rid of Buzzsaw
Title: Re: Nightmares
Post by: popeye on January 15, 2023, 12:38:05 PM
Northco modified to include ships.  There were complaints...  :D  Also, some spawns modified to make it more competitive.

Improvement or keep it the same?
Title: Re: Nightmares
Post by: Dadtallica on January 15, 2023, 02:51:21 PM
Northco modified to include ships.  There were complaints...  :D  Also, some spawns modified to make it more competitive.

Improvement or keep it the same?

Like it.
Title: Re: Nightmares
Post by: JimmyD3 on January 15, 2023, 03:06:29 PM
Nice! :aok
Title: Re: Nightmares
Post by: popeye on February 03, 2023, 05:24:42 PM
Yet another "compact" map.  Bases range from 100ft to 5000ft.  All the center island and small island bases, and medium field bases are "no town" type.  Still a lot of work to do.  Comments?
Title: Re: Nightmares
Post by: Dadtallica on February 03, 2023, 05:56:12 PM
Yet another "compact" map.  Bases range from 100ft to 5000ft.  All the center island and small island bases, and medium field bases are "no town" type.  Still a lot of work to do.  Comments?

Like this one especially if you make some of the bases high alts for buffs.
Title: Re: Nightmares
Post by: The Fugitive on February 04, 2023, 10:03:12 AM
Yet another "compact" map.  Bases range from 100ft to 5000ft.  All the center island and small island bases, and medium field bases are "no town" type.  Still a lot of work to do.  Comments?

That does look pretty compact. I think it could use a few more medium bases, but wouldnt use "no town" type ones. I think the no town type bases are too easy to take and would make for a map that gets rolled quick. Turn 45,65,29,17,85,and 98 into medium fields with towns to slow them down a bit. Maybe change a few on the main island ones to town types as well or that island is always going to belong to one team in minutes after it is loaded during off hours.

Even as it is, I love new maps!!! Thanks Kong!
Title: Re: Nightmares
Post by: popeye on February 04, 2023, 11:53:06 AM
Rev. 2

Changed some fields to Medium (with town), and changed the three center fields to Large (no town).  With 25 auto ack, no spawns, and surrounding fields for defense, I don't think they will be too easy to capture.

Thanks for having a look.   :salute
Title: Re: Nightmares
Post by: The Fugitive on February 04, 2023, 12:49:37 PM
 :aok
Title: Re: Nightmares
Post by: Dadtallica on February 04, 2023, 04:32:44 PM
Feels like the island may be overkill. I like the small fields around the edge but you could lose the middle bases. Maybe even make one small field for each a vbase
Title: Re: Nightmares
Post by: Lusche on February 05, 2023, 12:53:59 AM
Some quick thoughts:

- For my personal liking, this is way too crowded, but that's probably just me
- I would just erase the central island, so that CVs are getting some room to maneuver.
- I wonder if it would be possible to disable Me 163s on this map. It's less than 12 miles from what I think will be the Komet base to the factories. This greatly discourages bombing of factories, as it makes deadly intercepts extremely easy and without real need of "watching" the map to get into position in time. And mind you, this is coming from the most prolific Komet driver of this day & age  :old:
Title: Re: Nightmares
Post by: JimmyD3 on February 05, 2023, 08:31:27 AM
Some quick thoughts:

- For my personal liking, this is way too crowded, but that's probably just me
- I would just erase the central island, so that CVs are getting some room to maneuver.
- I wonder if it would be possible to disable Me 163s on this map. It's less than 12 miles from what I think will be the Komet base to the factories. This greatly discourages bombing of factories, as it makes deadly intercepts extremely easy and without real need of "watching" the map to get into position in time. And mind you, this is coming from the most prolific Komet driver of this day & age  :old:

Snailman, would love to see a film of your bomber intercepts, especially on the ME-163. BTW any aircraft or gv can be disabled, by base ID, or it can be disabled for the entire map. The decision is with map maker, and of course Hitech's approval.  :rock
Title: Re: Nightmares
Post by: popeye on February 06, 2023, 01:25:14 PM
Rev. 3

Thanks for the suggestions.

Removed the small islands to give TGs more room to maneuver.
Switched a few bases from air to gv.
Enabling Me-163s at A18, A62, and A101 would create some distance from the strats and could make some fun at nearby airfields.  (Not sure if HTC would approve.)

I see the center island as the defining feature of the map.  Without it, I think the map would be too similar to others to have a place in the rotation.  If players just don't like it, I'll drop the map and move on.  Yes/No?

Title: Re: Nightmares
Post by: Dadtallica on February 06, 2023, 01:46:26 PM
I like the island I would just lose the big fields and swap one of the small ones for a vh.
Title: Re: Nightmares
Post by: popeye on February 07, 2023, 06:18:37 PM
Rev. 4
Title: Re: Nightmares
Post by: Dadtallica on February 07, 2023, 11:39:23 PM
Ok I like that island.  :aok
Title: Re: Nightmares
Post by: JimmyD3 on February 08, 2023, 12:16:33 AM
Looking good Kong!!!  :aok
Title: Re: Nightmares
Post by: popeye on June 13, 2023, 10:40:11 AM
Bullet drop convergence test.  Bf109F-4 20mm and 7.9mm.  Convergence set at 300yds, target range of 100, 300, and 500yds.  (Target cross-hairs don't always align perfectly with gunsight pipper, so best to use the pipper as the aim point.)
Title: Re: Nightmares
Post by: Animl-AW on June 13, 2023, 05:01:54 PM
I would give body parts to be rid of Buzzsaw

<snork!> agreed :)
Title: Re: Nightmares
Post by: popeye on September 06, 2023, 02:56:36 PM
Thinking about a winter map based on the Falkland Islands.  (Have to add a few small islands to make the field layout work.)

Any interest in another winter map?
Title: Re: Nightmares
Post by: Dadtallica on September 06, 2023, 03:31:17 PM
Only after you all make the North America map! A set of strats can be in Texas at HT HQ :banana:
Title: Re: Nightmares
Post by: JimmyD3 on September 06, 2023, 04:26:51 PM
Only after you all make the North America map! A set of strats can be in Texas at HT HQ :banana:

 :rofl :rofl

I have a North America map just waiting to be completed, need to make some changes to allow naval movement around the perimeter.

Kong, I think Falklands would be a great map.
Title: Re: Nightmares
Post by: Dadtallica on September 06, 2023, 04:44:44 PM
:rofl :rofl

I have a North America map just waiting to be completed, need to make some changes to allow naval movement around the perimeter.

Kong, I think Falklands would be a great map.

Cool beans will be excited to see it.
Title: Re: Nightmares
Post by: popeye on September 28, 2023, 01:03:03 PM
Another version of the Falklands map.  This layout is designed to focus the fights and discourage 2v1 piling on.  (If that's possible....)
Title: Re: Nightmares
Post by: JimmyD3 on September 30, 2023, 02:10:39 PM
Looks great Kong, the layout has a lot of potential. :aok
Title: Re: Nightmares
Post by: JimmyD3 on October 08, 2023, 01:03:10 PM
Kong, how is the Falklands map coming?
Title: Re: Nightmares
Post by: popeye on October 09, 2023, 11:27:22 AM
Field layout pretty much done, but haven't put them in the terrain yet.  Adding islands and opening up ship lanes a bit.  Weather mostly done.  Still experimenting with this and that.   :D
Title: Re: Nightmares
Post by: popeye on October 13, 2023, 01:16:12 PM
Latest version.
Title: Re: Nightmares
Post by: LCADolby on October 13, 2023, 02:38:39 PM
Latest version.

I like the look of that
Title: Re: Nightmares
Post by: popeye on October 14, 2023, 09:06:11 AM
This morning it was 30 v 6, probably no layout that will discourage that kind of dedicated double-teaming. But, that's the idea.   :rolleyes:
Title: Re: Nightmares
Post by: JimmyD3 on October 14, 2023, 09:45:43 AM
Love the new map Kong. As to the morning hording, I'm sure what we can do to stop that. It is a good example of basic nature though. :rolleyes:
It happens in the afternoon as well, around 4 PM. Rooks do the same thing, and Knights kick in about 6:30 PM.
Title: Re: Nightmares
Post by: popeye on November 10, 2023, 10:18:54 AM
Latest version.
Title: Re: Nightmares
Post by: Dadtallica on November 10, 2023, 01:36:23 PM
Latest version.

Looks fun. We have some cool new maps coming
Title: Re: Nightmares
Post by: popeye on November 28, 2023, 10:21:17 AM
New version.  More access for fleets.
Title: Re: Nightmares
Post by: Lazerr on November 28, 2023, 03:20:15 PM
Map looks awesome.  Appreciate spreading the flak bases out a bit so it's not complete massacre if trying to do a strat run.  Not sure the range on those, but it looks like you will catch some on the way in and out, and not be hammered by 4+ at the same time.  That gets a little too crazy.

Base layout and number of bases looks great for the current numbers too.  Just some thoughts from a quick glance.

Thanks for your contributions to the game.
Title: Re: Nightmares
Post by: popeye on November 29, 2023, 09:05:31 AM
Thanks for having a look.  My intent for the flak bases is more for "early warning" than defensive firepower.
Title: Re: Nightmares
Post by: Dadtallica on November 29, 2023, 09:11:54 AM
Thanks for having a look.  My intent for the flak bases is more for "early warning" than defensive firepower.

Feels like I am one of the few people who likes the flak bases even though they destroy me at 25k lol. They sound and look way cool.

This will be a fun map to play. Might I suggest adding a BB or swapping one of the CV’s?
Title: Re: Nightmares
Post by: JimmyD3 on November 29, 2023, 10:20:54 AM
Love the new map Kong. I would make 3 suggestions however, that I try to adhere to; :rock

1. Insure a minimum of 2 spawn points into all bases (I try for 3).
2. Give V-bases spawn access to Airbases and Ports
3. Ports should have no spawns out other than local for defense.

Title: Re: Nightmares
Post by: Dadtallica on November 29, 2023, 10:34:20 AM
I have a question for the makers… how come the large V-bases are rarely used. I would like to see them mixed in more than they are. Almost all V-bases are the smaller kind. Is there a reason for this?
Title: Re: Nightmares
Post by: JimmyD3 on November 29, 2023, 11:49:07 AM
I have a question for the makers… how come the large V-bases are rarely used. I would like to see them mixed in more than they are. Almost all V-bases are the smaller kind. Is there a reason for this?

I can't speak for the others, but the "large" v-base, is not one of my favorites. There are no 88's, takes up more space on the map, just seems poorly defended. The "small" v-bases are more inline with the original v-bases in AH2. I would love to see the AH2 v-bases incorporated into AH3 also.
Title: Re: Nightmares
Post by: Dadtallica on November 29, 2023, 12:09:05 PM
I can't speak for the others, but the "large" v-base, is not one of my favorites. There are no 88's, takes up more space on the map, just seems poorly defended. The "small" v-bases are more inline with the original v-bases in AH2. I would love to see the AH2 v-bases incorporated into AH3 also.

Well ok that all makes lots of sense lol. I did not know they didn’t have 88’s and I am not sure if that bothers me yet lol.

The ones I can do without are the single hanger ones but we definitely need the variety.

Title: Re: Nightmares
Post by: popeye on December 04, 2023, 01:51:20 PM
shore batt wish
Title: Re: Nightmares
Post by: JimmyD3 on December 04, 2023, 02:59:31 PM
+1
Title: Re: Nightmares
Post by: popeye on January 17, 2024, 11:27:38 AM
Experimenting with a "fog" layer over water.  Comments?
Title: Re: Nightmares
Post by: Dadtallica on January 17, 2024, 01:03:12 PM
I think that is very nice.
Title: Re: Nightmares
Post by: JimmyD3 on January 17, 2024, 04:32:37 PM
How did it impact the frame rate?
Title: Re: Nightmares
Post by: popeye on January 17, 2024, 04:50:16 PM
How did it impact the frame rate?

Doesn't have a noticeable impact on my system.  I see 144 fps just below or above the layer, and 144 fps at altitude looking down.  (My frame rate is capped at 144.)
Title: Re: Nightmares
Post by: JimmyD3 on January 17, 2024, 09:34:35 PM
I'm running a GTX980, and see some degradation in FPS when clouds start getting thick. Not sure what effect "fog" would have on it. I'll try to test it on an offline map, and let you know. What were the settings for your fog?
Title: Re: Nightmares
Post by: popeye on January 18, 2024, 12:40:54 PM
It's a "Thick Layer" at 150 feet.
Title: Re: Nightmares
Post by: JimmyD3 on January 18, 2024, 01:00:43 PM
Got it. I'll let you know what I find. <S>
Title: Re: Nightmares
Post by: popeye on March 05, 2024, 09:42:57 AM
ignore
Title: Re: Nightmares
Post by: popeye on May 17, 2024, 09:56:50 AM
Springtime in the Falklands.  Thought one winter terrain was enough, so changed to the Med tile set.