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General Forums => Aces High General Discussion => Topic started by: Chris79 on April 16, 2017, 07:52:43 PM

Title: basic layout
Post by: Chris79 on April 16, 2017, 07:52:43 PM
(http://i1301.photobucket.com/albums/ag120/cjnfl1979/map_trout_zps8yisdaty.gif) (http://s1301.photobucket.com/user/cjnfl1979/media/map_trout_zps8yisdaty.gif.html)
Title: Re: basic layout
Post by: Kanth on April 16, 2017, 08:13:25 PM
I don't know what the rules are for the MA but that looks like it needs to be played.  :aok
Title: Re: basic layout
Post by: Devil 505 on April 16, 2017, 09:59:14 PM
It looks like a mini Trinity based on it's shape. But that does present one of the problems from that map - too much open ocean.

I think you should add more islands with airfields to the open sea areas on the outside. And maybe adjust the land portions to move the ports closer to the center of each sea as well to reduce the transit time of a fleet to a combat zone.
Title: Re: basic layout
Post by: bustr on April 16, 2017, 10:31:24 PM
Did you opt for only a map room object on each airfield? At 20% of a country's feilds for a reset and 22 fields per country, this may be doing good lasting two days. Do have about 4 more to submit with this one? The action will be very fast, so having a few more waiting in rotation will offset the sudden, dang it's over so quick feelings. Looks like you discovered the quick and dirty of laying land mass, then finger painting with the raise hill and smooth with high foot per second settings. If you are not too interested in how realistic the land mass looks and painting large areas with a single tile, you can pump these out in 256x256 with 20-22 feilds one a month.

If you just want to get everything with a tile color painted in a few seconds. Us the elevation tool where you pick a minimum then a maximum and it will make all of the terrain in that alt band the tile you choose.

You have become a hero to the strat runners.
Title: Re: basic layout
Post by: Chris79 on April 16, 2017, 11:42:38 PM
1. When task groups are added I think the total bases per country will be 28.
2. The spawns when fully thought out and intialized will make taking bases farther along each respective front progressively more difficult.
3. Other then the center area, I just drew the basic outline of the map and threw in some terrain for experimentation purposes. I have spent little time fine tuning anything beyond A1-A3. In the center area, the tiles change from grass land in the center, broad leaf Forrest from 1.5k to 4K, evergreen Forrest from 4K to 10k, and tundra above that. I also tried to recreate natural erosion processes from water drainage to glacial cuts into the mountains. If I continue with this task, I intend to create all the terrain in which I think a great deal of fighting will occur in a unique fashion. I.e between A4 and A5 I recreated the cliffs of Dover. It would nice if I could replicate certain areas of historical battle fields into certain map areas.
4. As for strats, I am not to married to any particular set up. The original intent was to create an environment that would be conducive for large strat raids.
Title: Re: basic layout
Post by: Volron on April 17, 2017, 12:09:19 AM
May want to make the strats more "uniform".  Example:  I noticed that blue has ammo in front, green has it in back and red has it in the middle.  Have each strat match locations on all sides. :)  This way you won't hear someone grip: X has it better because Y strat is in back, ours is in front. :aok
Title: Re: basic layout
Post by: DmonSlyr on April 17, 2017, 12:30:47 AM
I actually like the layout. I agree with Volron also. Maps work a lot better with symmetry and bases that aren't overly seperated. While I think one base in the middle and a 3 way fight for one base in the middle is a better "middle" idea. The furball area will be alright in this case. I say give it a try after a few layout adjustments!
Title: Re: basic layout
Post by: Bizman on April 17, 2017, 03:52:40 AM
I know absolutely nothing about strategic layout or playability or anything like that.

What I know something about is whether I like or dislike what I see. This one definitely is in the "like" category. Unlike the maps based on grocery or tools, this is a pleasure to view even as a whole.

As a book and movie reviewer once told me, even an imaginary world is fully acceptable if it's coherent. Like WW2 propeller planes flying over terrestrial landscapes.

Title: Re: basic layout
Post by: Bruv119 on April 17, 2017, 08:05:36 AM
I think it looks great for a small map.   

Don't ruin it by putting GV spawns to and from every single base. 

Have some spawns out to help re-claim fields if needed.
Title: Re: basic layout
Post by: Chris79 on April 17, 2017, 09:54:04 AM
I think it looks great for a small map.   

Don't ruin it by putting GV spawns to and from every single base. 

Have some spawns out to help re-claim fields if needed.

The first series of front line based have dual spawns, after that a rear echelon base would need to be taken to have vehicle spawns to the remaining front line base's
Title: Re: basic layout
Post by: JunkyII on April 17, 2017, 11:35:48 AM
I suggest GV spawns into the rear of the center airfields to help with retake and defense if some nerds try to take them....

HTC I still think it's a huge mistake not make center fields uncapturable, just watch ndisles die when one of the teams takes one of the center airfields....its crazy.
Title: Re: basic layout
Post by: Lusche on April 17, 2017, 11:41:23 AM
Komet galore   :old:
Title: Re: basic layout
Post by: SFRT - Frenchy on April 17, 2017, 12:27:53 PM
No fly zone with all that 88 in each country's mainland.  :joystick:
Title: Re: basic layout
Post by: bustr on April 17, 2017, 12:52:46 PM
You need either map rooms on the airfields or a town next to each so fields can be captured.

Map rooms create the big dot on or next to fields when there is one owned by the field. None of your enabled airfield icons from the CBM window show a map room object dot. GV\Flack\Ports have one incorporated, but you will have to add a map room object hidden out of the way for each CV. To have this terrain in the MA, you have to allow all airfields, ports, and vBases to be capture able except for the three you designate uncaptureable including one with 163 available.

If you decide to place one of the uncaptureable fields Gv or airfield anywhere but nearer to the HQ, ask Hitech about the placement. On bowlma I originally made the three tiny GV bases in the center caldera uncaptureable because he posted once it did not matter where they were located. Then after inspecting the terrain for MA approval, he disabled the uncaptureable tag I set for those three GV bases.

You also need to visit every single field and up at it in a plane and test your spawns and inspect the surrounding land for problems. Like exposed object seams, bad terrain transitions in elevation and GV spawns to see if Gv's even have a chance of getting out of the trees. Depending on how you feel about GV's in the game, if you purposely paint dense trees between the spawn and field to defend the furballers, don't put in a GV spawn. It will be more honest and not help drive GVers out of the game. They pay $14.95 and help keep the doors in Texas open so the furballers can shoot at each other.

If you are OK with GV's, use a stop watch and time how long it takes a tank from a spawn to get to the town map room and how long it takes a tank from the airfield to do the same. I set the spawns on my terrain so "airfield tanks" take 5 minutes while "spawn tanks" take 7 minutes. If you opt for only a map room object placed on each airfield for the capture. You may want to put a grass ring around the airfields to have the tree line about 1\4 mile away. The tanks will have to target the airfield with 100% of their attention which will get hard on the furballers who just want to get off the runway. Towns help keep enemy tanks away from the airfield, think about how many have been captured out from under you over the years while you furballed, versus how many times you tried to up a plane and got a multi tank salute as your spawn vulch.

It helps to remember the community is not here for just one biased kind of activity. These days about half the community flys planes and half drives GV's and they are "paying Hitech" for access to that. I chose to balance my terrain to that reality with a single bias against forcing the community to spend the night flying c47's to get radar back up or their resources healthy. Listening to players through the 2 years of the alpha\beta and the time leading up to completing my terrain. Universally they do not want to waste their night at the mercy of their strats any more than they need to. They want quick action in aircraft and to not spend their night caught by trees or lost in dense forests trying to drive forever just to get bombed or sniped.

Looks like you have the begging of a fun terrain.       
Title: Re: basic layout
Post by: Chris79 on April 17, 2017, 01:09:41 PM
You need either map rooms on the airfields or a town next to each so fields can be captured.

Map rooms create the big dot on or next to fields when there is one owned by the field. None of your enabled airfield icons from the CBM window show a map room object dot. GV\Flack\Ports have one incorporated, but you will have to add a map room object hidden out of the way for each CV. To have this terrain in the MA, you have to allow all airfields, ports, and vBases to be capture able except for the three you designate uncaptureable including one with 163 available.

If you decide to place one of the uncaptureable fields Gv or airfield anywhere but nearer to the HQ, ask Hitech about the placement. On bowlma I originally made the three tiny GV bases in the center caldera uncaptureable because he posted once it did not matter where they were located. Then after inspecting the terrain for MA approval, he disabled the uncaptureable tag I set for those three GV bases.

You also need to visit every single field and up at it in a plane and test your spawns and inspect the surrounding land for problems. Like exposed object seams, bad terrain transitions in elevation and GV spawns to see if Gv's even have a chance of getting out of the trees. Depending on how you feel about GV's in the game, if you purposely paint dense trees between the spawn and field to defend the furballers, don't put in a GV spawn. It will be more honest and not help drive GVers out of the game. They pay $14.95 and help keep the doors in Texas open so the furballers can shoot at each other.

If you are OK with GV's, use a stop watch and time how long it takes a tank from a spawn to get to the town map room and how long it takes a tank from the airfield to do the same. I set the spawns on my terrain so "airfield tanks" take 5 minutes while "spawn tanks" take 7 minutes. If you opt for only a map room object placed on each airfield for the capture. You may want to put a grass ring around the airfields to have the tree line about 1\4 mile away. The tanks will have to target the airfield with 100% of their attention which will get hard on the furballers who just want to get off the runway. Towns help keep enemy tanks away from the airfield, think about how many have been captured out from under you over the years while you furballed, versus how many times you tried to up a plane and got a multi tank salute as your spawn vulch.

It helps to remember the community is not here for just one biased kind of activity. These days about half the community flys planes and half drives GV's and they are "paying Hitech" for access to that. I chose to balance my terrain to that reality with a single bias against forcing the community to spend the night flying c47's to get radar back up or their resources healthy. Listening to players through the 2 years of the alpha\beta and the time leading up to completing my terrain. Universally they do not want to waste their night at the mercy of their strats any more than they need to. They want quick action in aircraft and to not spend their night caught by trees or lost in dense forests trying to drive forever just to get bombed or sniped.

Looks like you have the begging of a fun terrain.       

I like to GV at times too. The center valley tank town's terrain is laid out like Gettysburg, the northern most island tank area is modeled after the little big horn battle, the south West Island I am thinking of Iwo Jima, and the South east island Waterloo maybe. They won't be camp friendly, but they will be slug fest friendly.
Title: Re: basic layout
Post by: bustr on April 17, 2017, 01:48:23 PM
Keep going and get this thing in for review by Hitech. Just remember, everything works out and it gets into rotation, you will be surprised like I was just how it does not get played on the way you envisioned. You really need a few more ready to go, it will last about as long as a slice of cooked bacon when the cook asks for tasting volunteers at a redneck beer and BBQ weekend festival.
Title: Re: basic layout
Post by: Volron on April 17, 2017, 02:46:06 PM
A question, do you intend to put gv spawns into the strats?  I am hoping you don't, but you are the one building the map. :headscratch:
Title: Re: basic layout
Post by: Chris79 on April 17, 2017, 02:47:04 PM
A question, do you intend to put gv spawns into the strats?  I am hoping you don't, but you are the one building the map. :headscratch:


No, airfields are plenty close for resupply
Title: Re: basic layout
Post by: BowHTR on April 17, 2017, 03:07:49 PM

No, airfields are plenty close for resupply

I think you should put GV spawns for only 2 of the countries strats. 49Dundee would love it! :devil
Title: Re: basic layout
Post by: NatCigg on April 17, 2017, 03:31:00 PM
i assume the gv spawns for the east/ south east are not installed yet.
i am a bit shy about only two airfields on the front line as avenues for battle, a 51 backing up a52 is nice but if these two fields are lost half the war is about lost.
the east hq is cv and battleship vulnerable. the nearby airfield a61, if lost, could be a public relations nightmare.
as was said before all the water on the front lines can stagnate play.

Looks nice.

 :salute

ps. a spawn to a25 would be nice. but this has been done over and over.  the island idea could be a nice vacation spot until the big bad navy shows up again.  :devil
Title: Re: basic layout
Post by: bustr on April 17, 2017, 04:19:38 PM
If you need to increase the number of bases for 20%, you have room for one more airfield in each country. It will be the minimum of 19miles from the nearest airfields in all three countries. Enable the circle from the CBM, and configure it to 19miles and you will see what I'm talking about. 
Title: Re: basic layout
Post by: Hungry on April 17, 2017, 04:32:17 PM
I like the not round shape (pizza, Oreo, grapefruit), to me and I can only imagine how much work goes into them but round looks cartoonish. 

Think of the old AW maps
Title: Re: basic layout
Post by: Chris79 on April 17, 2017, 05:14:01 PM
If you need to increase the number of bases for 20%, you have room for one more airfield in each country. It will be the minimum of 19miles from the nearest airfields in all three countries. Enable the circle from the CBM, and configure it to 19miles and you will see what I'm talking about.

I will mess with that this evening, I am shooting for a total of 24 fields not counting task groups,
Title: Re: basic layout
Post by: Chris79 on April 17, 2017, 09:41:24 PM
(http://i1301.photobucket.com/albums/ag120/cjnfl1979/mapCopy_zpsb4i4qbsv.jpg) (http://s1301.photobucket.com/user/cjnfl1979/media/mapCopy_zpsb4i4qbsv.jpg.html)


a few changes
Title: Re: basic layout
Post by: lunatic1 on April 18, 2017, 11:54:06 AM
what's with all the strats together in 1 spot--it's a bomber pilots dream. they need to be spread out. you know whats gonna happen if you leave strats as they are. 2v1 against knights-pure and simple.
Title: Re: basic layout
Post by: Devil 505 on April 18, 2017, 12:00:04 PM
Given the short ranges to the strats, I think a clustered arrangement might concentrate the puffy ack enough to deter solo milk runners and encourage mass missions into the strat area.

I'd like to see the radar strat in the center of the cluster so that there is no open route to hit it.
Title: Re: basic layout
Post by: Chris79 on April 18, 2017, 12:22:22 PM
Given the short ranges to the strats, I think a clustered arrangement might concentrate the puffy ack enough to deter solo milk runners and encourage mass missions into the strat area.

I'd like to see the radar strat in the center of the cluster so that there is no open route to hit it.

That's the whole concept.
A. There will almost complete radar coverage of each specific main continent. A single set of "Milk Runners" will be decimated.
B. I have yet to tinker with the cloud editor, but I would like in add a 25k cloud deck to the strat areas.
C. I have not yet added the flak bases. Addition of them will be contingent upon the ferocity of the puffy as it is. When I get time I will venture a set of 17's to the strats for feed back,
D. I think I may change the altitude of the large field near strats to 5 or 6k.
Title: Re: basic layout
Post by: bustr on April 18, 2017, 12:23:23 PM
what's with all the strats together in 1 spot--it's a bomber pilots dream. they need to be spread out. you know whats gonna happen if you leave strats as they are. 2v1 against knights-pure and simple.

A 10x10 terrain is half the size of most terrains you are used to. He has no place to put them in the land configuration he has chosen. If two of the countries decide to ignore each other, the third is screwed all night. It will be very hard to mount a counter offensive across those bays to get onto another country's land at that point. It will be a great furballing map while the none furballers quickly reach the 20% of two countries to flip the map. Three or four more this size in the queue would keep the activity levels high during the week as the none furballers would look forward to the race to flip each map. It might improve a country's chances of getting across the bay if those islands that are GV only were turned into two small airfields. And they had spawns to the mainlands. The map looks like an attempt to promote air combat while corralling GVers out of the way. They responded to that rational on my terrain by upping bombers and c47's and taking the furballing bases to help the furballers win the furball......... :O
Title: Re: basic layout
Post by: Lusche on April 18, 2017, 12:37:20 PM
what's with all the strats together in 1 spot--it's a bomber pilots dream.


And so it is for bomber killers. You can take off in advance and patrol in the middle of the strats.
Or just wait in the tower to launch your 163...
Title: Re: basic layout
Post by: popeye on April 18, 2017, 12:56:21 PM
Very cool to see a new map in progress.   :aok

As others have suggested, have you considered duplicating the three country layouts for symmetry?  Might keep the complaining down to a dull roar.   :D
Title: Re: basic layout
Post by: bustr on April 18, 2017, 01:03:03 PM
You want Chuikov creating something different because his terrain could be the next big winner for promoting fast combat and overall activity levels. Players will remember and tell that story to others instead of grousing about lame play. I predict his map will play hot and fast for everyone who likes or hates it.
Title: Re: basic layout
Post by: Molsman on April 18, 2017, 01:24:54 PM
I am liking what I am Seeing Chuikov, Keep up the Great work  :aok
Title: Re: basic layout
Post by: LocoMoto on April 18, 2017, 03:14:04 PM
That's the whole concept.
A. There will almost complete radar coverage of each specific main continent. A single set of "Milk Runners" will be decimated.
B. I have yet to tinker with the cloud editor, but I would like in add a 25k cloud deck to the strat areas.
C. I have not yet added the flak bases. Addition of them will be contingent upon the ferocity of the puffy as it is. When I get time I will venture a set of 17's to the strats for feed back,
D. I think I may change the altitude of the large field near strats to 5 or 6k.
To respond to your first comment A, not every "milk runner" as yall call it or single set will be decimated. I thrive on runs like that. Especially ones that dont require an hour to get to. Throw 5 fighters at me while im at 20k and i take out 4 then come back at 25-30k  :devil

I love it when im intercepted  :cheers:

Edit: I want to rephrase that a little. I love a good challenge. I look for the difficult on bomber runs. It forces a player to adapt to adversity and hone ones skill. As far as this map goes single set attacks would be difficult just getting there at prime time hours but if you get there you haveplentyof targets to choose from. Throw me in a set of 29's with alt and im drawing a few players off the frontline to resup!
Title: Re: basic layout
Post by: atlau on April 19, 2017, 09:10:21 AM
Will the 3 middle bases be uncapturable? With the crater wall surrounding them it would deter people from using them to launch bomber missions to the outer bases and it would remain a furball/TT area. Overall I think it looks good!
Title: Re: basic layout
Post by: Chris79 on April 19, 2017, 09:43:27 AM
The crater wall has a base ridge line of around 10k with peaks ranging from
12-15k. The bases will be capturable but the only opposing gv spawn will be tank town which will be 3/4 sector from each center base. On top of that, you would have to drive a M3 damn near through the air field to reach town. I may be incorrect in this presumption, but I feel confident that any buff or heavy fighter in the center area will be dogmeat.
Title: Re: basic layout
Post by: Shuffler on April 19, 2017, 06:14:38 PM
I like the not round shape (pizza, Oreo, grapefruit), to me and I can only imagine how much work goes into them but round looks cartoonish. 

Think of the old AW maps

There is only so much you can do to make all sides even. This one is not round but it is spokes without the round outside.

This is a very good start.

I commend Bustr for his terrain and the spurring of terrain building interest in others because of his good work.
Title: Re: basic layout
Post by: JimmyC on April 20, 2017, 02:41:11 AM
hear hear..

I likee :aok
Title: Re: basic layout
Post by: bustr on April 20, 2017, 04:31:07 PM
Hey Chuikov, save often and save like your life depends on it. The auto save function seems to need some Hitech TLC at the moment. And if you are using the bulldozer tool, don't get into the middle of a rhythm pulling and pushing some large area of shaping and suddenly move the mouse off the work space on to the GUI boarder. The TE will error out and force you to close it down. I just lost 60 minutes of work across an arc 1\3 of 31,416 miles, 30 miles deep.

Save is your friend. :O
Title: Re: basic layout
Post by: lunatic1 on April 20, 2017, 06:26:28 PM
oh map makes and designers can we have some berms on some of the terrains you design-Pleasssssssssssseeeeeeeee
Title: Re: basic layout
Post by: Chris79 on April 20, 2017, 06:49:51 PM
Hey Chuikov, save often and save like your life depends on it. The auto save function seems to need some Hitech TLC at the moment. And if you are using the bulldozer tool, don't get into the middle of a rhythm pulling and pushing some large area of shaping and suddenly move the mouse off the work space on to the GUI boarder. The TE will error out and force you to close it down. I just lost 60 minutes of work across an arc 1\3 of 31,416 miles, 30 miles deep.

Save is your friend. :O

I do a fair some of work in real life that requires one to save your work often, infact I can be anal enough to version my terrain ever so often.
Title: Re: basic layout
Post by: Chris79 on April 20, 2017, 07:10:15 PM
oh map makes and designers can we have some berms on some of the terrains you design-Pleasssssssssssseeeeeeeee

I believe in AH2 the berms were included in the tiles, it looks as though in AH3 they don't. To add those by hand may get a bit time consuming, I will play w/it this evening.
Title: Re: basic layout
Post by: bustr on April 20, 2017, 09:23:39 PM
The smallest brush is 1\8 mile dia. I pulled small hills with the raise hill tool set to 1ft\sec and I believe what gets raised is the center cross points of each polygon crossing point. You can watch this by turning on "Wire Frame" as you pull hills. If you place the brush center of two groups adjacent to each other, you also raise the space in between. The closest you can get and have individual tiny hills is every other polygon intersection. So you are limited to small hills about every 1\4 mile. The berms on terrain editor standard objects like in the town and the tank town object are custom objects created by Waffle which have been standardized to those objects.

Part of why in the tank combat caldera on my terrain I put those 500ft galleries above the Pit. The whole area in the original iteration sloped like a bowl to the center and I tried to create berm like areas up in the gallery. You could try a 1\8 mile dia brush and the alt tool set to just bump a low cylinder up 25-50ft above ground level. That is not much different than using the raise hill set to 1 ft\sec. In the end the real test is to spawn next to one of these in a GV and look at them. They end up being clunky but, if they are for long range sniping, throw a few trees on top hopefully getting some near the edge if you do a cylinder, and smooth an access ramp.  If they are for playing peeka boo in tanks, they suck because the edge of the nearest cylinder has to be 1\8 mile away. Or a hill edge that far away for the "V" in between two hills. But, the taller you raise the two hills to deepen the "V", it starts raising up also creating a two tit sharp saddle back between the hill centers.

So for peeka-boo, it starts making sense the clutter tiles Waffle gave us, especially with the village tiles. Unless lunatic can convince Waffle AH3 will become a ghost town if he doesn't cut loose with some berm themed clutter tiles "ASAP".  Lunatic already threw out berms at me months ago, so I tested the feasibility in the farmland down in the tank crater Pit on my terrain during the final tweaking process.

I think the AvA guys have custom berm tiles but, custom objects and tiles are allowed in the AvA, versus the MA in which all objects and clutter tiles have to be standardized so some minority of players don't get hit with strange random issues. Maybe Waffle could create say a dozen boulders from 10ft dia up to 40ftdia that can be laid down in limited groups. Still, some joker would try to build a maze or something that he would know all the sweet spots in for months to win tank fights. Yet things like this are in the AvA for lunatic if he really wants them. 
Title: Re: basic layout
Post by: Chris79 on April 21, 2017, 10:30:20 AM
Well, have the terrain complete. I tested taking one field so far and it worked fine, i need to test and move some of the spawn points, add shore batteries, and task groups.
One question, I was looking to add Battleship groups, but they seem to be unavailable, is there a newer version they i need to download?
Title: Re: basic layout
Post by: bustr on April 21, 2017, 12:22:25 PM
I had to create a BB task group called BBtsg0.

You have the option to check show all objects, then look for the object BB. Lay down a BB and two DS support ships inside of a one mile square. Select all of them and save as a group called BBtsg0. Delete those after saving as a group, save from the file menu, then exit the TE and come back in, you will have a new group object. Lay it down and do the same setup as you do for a CV task group in terms of ownership, country, port and a maproom. Hitech has not stated my terrain was a one off for BBtsg0 orientation, so you can lay it down along with a CV task group associated to the same port. Unless he jumps in here and breaks both of our hearts.... :O

He says he reworked the BB so it has it's own integral hanger and O'club like the CV does. That is so when you go to the hanger you get the gun selection options. I was originally adding only the BB to the existing CV task group and Hitech asked me to create the BBtsg0 to separate the two.
Title: Re: basic layout
Post by: Chris79 on April 28, 2017, 10:48:57 AM
Well, it's about complete, all that needs to be done is to adjust a few spawn points, and add shore batteries. The only errors that I seem to be having pertains to map rooms associated with task groups. Once I figure that out, I ought to have it to htc next week maybe.
Title: Re: basic layout
Post by: bustr on April 28, 2017, 11:03:44 AM
Each CV task group or BB task group needs a map room laid down out of the way somewhere in a corner of the map no one will see it. It has to be set to terrain alt, uncheck can collide, and is owned by the CV or BB object number just the same as you set a town to be owned by an airfield.
Title: Re: basic layout
Post by: Blade on May 01, 2017, 08:45:28 PM
I want A1,A2,A3 neutral base at start, like air warrior.
(http://2.bp.blogspot.com/-sG1eGxNJIu8/WQfjv8EbNoI/AAAAAAAALj4/8on5dK8eCCoz6k7URF0eUC5bbuFkGo5ggCLcB/s1600/401423-air-warrior-dos-screenshot-off-line-playing-theatre-maps.png)
Title: Re: basic layout
Post by: bustr on May 01, 2017, 09:51:13 PM
Escarpment....


(https://s20.postimg.org/etrmgwo3x/oceania52.jpg)
Title: Re: basic layout
Post by: Rodent57 on May 01, 2017, 10:51:02 PM
nice
Title: Re: basic layout
Post by: AAIK on May 02, 2017, 11:21:41 AM
See Rule #4
Title: Re: basic layout
Post by: puller on May 02, 2017, 12:44:05 PM
See Rule #4
Title: Re: basic layout
Post by: bustr on May 02, 2017, 12:53:50 PM
I always like AW early maps. Everyone was happy to see your plane..... :O
Title: Re: basic layout
Post by: Max on May 02, 2017, 01:02:49 PM
See Rule #4
Title: Re: basic layout
Post by: Chris79 on May 02, 2017, 01:26:27 PM
(http://i1301.photobucket.com/albums/ag120/cjnfl1979/map_zpsdvazknlq.png) (http://s1301.photobucket.com/user/cjnfl1979/media/map_zpsdvazknlq.png.html)
Title: Re: basic layout
Post by: Zoney on May 02, 2017, 01:30:21 PM
I like that Chris.
Title: Re: basic layout
Post by: ACE on May 02, 2017, 01:35:58 PM
Thanks for the time you put in Chris.
Title: Re: basic layout
Post by: Lazerr on May 02, 2017, 02:01:56 PM
Looks fun!
Title: Re: basic layout
Post by: AAIK on May 02, 2017, 03:06:58 PM
See Rule #2
Title: Re: basic layout
Post by: puller on May 02, 2017, 03:09:09 PM
Great looking map chuikov  :aok
Title: Re: basic layout
Post by: Toad on May 02, 2017, 03:27:58 PM
Ya know, seeing GV spawns into islands across miles and miles of ocean just ain't right! I tell ya, IT JUST AIN'T RIGHT!

What this game needs are LSTs carrying up to 20 Sherman-size vehicles with Jeeps and lighter vehicles on the upper deck as an addition to the Fleet Task Force. THAT'S the spirit of WW2!

Imagine the action as the fleet sails into the Danger Zone, begins the bombardment, launches the strikes and then drives the LSTs towards the beach to disgorge vehicles to over-run the town.

Offense/Defense! Fighter v Fighter! Fighter v Bomber! Bomber v Ground Targets! JABO/Bomber v Ships! JABO v GVs! Anti-Air GVs v Aircraft! PTs v Fleet! Fleet v PTs.

FIGHTS! LOTS and LOTS of FIGHTS of all flavors!

Something for everyone!
Title: Re: basic layout
Post by: NatCigg on May 02, 2017, 03:32:29 PM
I want A1,A2,A3 neutral base at start, like air warrior.
(http://2.bp.blogspot.com/-sG1eGxNJIu8/WQfjv8EbNoI/AAAAAAAALj4/8on5dK8eCCoz6k7URF0eUC5bbuFkGo5ggCLcB/s1600/401423-air-warrior-dos-screenshot-off-line-playing-theatre-maps.png)

free for all capture the base.  wow what a interesting idea.  this could help with our log off problem when a war ends. ... maybe not. but i still like the land grab concept.  :aok
Title: Re: basic layout
Post by: AAIK on May 02, 2017, 03:41:59 PM
Seeing as I can't post any kind of analysis of the map.

I will just have to explain:

"Tank/Fighter-town" is a detrimental design for the game and maps in general. Instead of secluding the bread and butter of the action to overly repetitive landscapes, the whole map should be made to the same/most intensity to counteract the lower player count compared to earlier years, which inspired many modern maps, as well as the hopes of instantly finding a fight upon logging in.

I would draw a design to demonstrate a better approach, but I can't even use the mapping tools (it is too unintuitive), which is a shame.

If only the map making were easier, we would be drowning in different experiences!



Title: Re: basic layout
Post by: JimmyC on May 02, 2017, 03:58:53 PM
I like it ..
Just an observation.. dont want anyone in particular to be counting map rotation randomness.. but NE country is lacking a river system like the others have..
you know .. for those long pt runs..etc..
like I said ..just an observation
<S>Jimmy
Title: Re: basic layout
Post by: Kanth on May 02, 2017, 04:11:16 PM
If only the map making were easier, we would be drowning in different experiences!


I did make some quicky tutorials a while back for a friend, it's really not that terribly hard:

https://www.youtube.com/watch?v=qMIrc6uIZk8 (https://www.youtube.com/watch?v=qMIrc6uIZk8)

and this one for realistic terrains

https://www.youtube.com/watch?v=zp2sHojjRGQ (https://www.youtube.com/watch?v=zp2sHojjRGQ)

These aren't comprehensive but should be enough to get you started in there.
You'll also find the Terrain folks very helpful and nice and willing to answer questions.
Title: Re: basic layout
Post by: AAIK on May 02, 2017, 04:33:05 PM

I did make some quicky tutorials a while back for a friend, it's really not that terribly hard:

https://www.youtube.com/watch?v=qMIrc6uIZk8 (https://www.youtube.com/watch?v=qMIrc6uIZk8)

and this one for realistic terrains

https://www.youtube.com/watch?v=zp2sHojjRGQ (https://www.youtube.com/watch?v=zp2sHojjRGQ)

These aren't comprehensive but should be enough to get you started in there.
You'll also find the Terrain folks very helpful and nice and willing to answer questions.

This is solid stuff.
Title: Re: basic layout
Post by: bustr on May 02, 2017, 05:55:39 PM
Seeing as I can't post any kind of analysis of the map.

I will just have to explain:

"Tank/Fighter-town" is a detrimental design for the game and maps in general. Instead of secluding the bread and butter of the action to overly repetitive landscapes, the whole map should be made to the same/most intensity to counteract the lower player count compared to earlier years, which inspired many modern maps, as well as the hopes of instantly finding a fight upon logging in.

I would draw a design to demonstrate a better approach, but I can't even use the mapping tools (it is too unintuitive), which is a shame.

If only the map making were easier, we would be drowning in different experiences!

FIRST: Chris Way To Go!!

AAIK,

This frist screen shot below was drawn in Paint.Net as a 10 layered blueprint 4096x4096 file so I can overlay bases, base numbers, spawn lines, sector grids, even 25mile wide rings to help in base object layout. The work space in the terrain editor is 4096x4096 and imports heightmap files in RAW format to produce land and ocean in about 5 seconds. I took the base land 2D layer, exported it to a PNG 16bit grayscale and converted that to a RAW file which created this blueprint in the terrain editor.

The current terrain editor is as simple to use as MS Paint in Win7.

You need to lighten up and stop trying to punk people when you think you can get away with it. Skuzzy seems to be on to you based on the rule# you've been getting. If you have a superior design, open the terrain editor like Chris and Kanth have, then put it out here for the community. Or stop with the sanctimonious cheap shots because you have an anonymous identity.


(https://s20.postimg.org/675itz1n1/oceania31.jpg)


Because the terrain editor will import raw files to produce your landscape, I got to this point in about two weeks including the time spent creating the blueprint. The terrain editor is a very simple tool requiring only pushing buttons to see what happens, and at the minimum the same amount of imagination to write your name in wet sand with your finger. I've seen Kanth's work and Chris's in this POST, both are blessed with abundant imagination. So, AAIK, show us your superior product.......


(https://s20.postimg.org/f0eibhc0d/oceania57.jpg)


Title: Re: basic layout
Post by: Kanth on May 03, 2017, 07:02:04 AM

Thanks, should be enough to get someone started from zero knowledge to tinkering.  :cheers:

The tool  that Artik made to create terrains using GIS data is kind of a big deal. I'm surprised folks aren't making more use of it. Maybe it can help get them started.


This is solid stuff.
Title: Re: basic layout
Post by: Nefarious on May 03, 2017, 07:23:01 AM
Kanth tutorials are great, they got me started building a custom historic terrain for an event I am creating.

Very helpful, worth bookmarking.
Title: Re: basic layout
Post by: AAIK on May 03, 2017, 09:57:01 AM
bustr, I don't want to derail this thread, so I am not going to respond to your accusations of behaviour.