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General Forums => Aces High General Discussion => Topic started by: Noir on March 26, 2012, 01:39:13 PM

Title: Trinity map
Post by: Noir on March 26, 2012, 01:39:13 PM
Please remove it from rotation, it's boring by design.

Most people don't even bother to log in when its on, and prefer to play golf on their Game Boy as there's more action in that game.
Title: Re: Trinity map
Post by: Butcher on March 26, 2012, 01:41:51 PM
Think we all have our favorite maps and most disliked maps.

I in fact love Trinity, I dislike the one where there is no GV fights period.

Don't take it out of rotation, thanks.
Title: Re: Trinity map
Post by: Noir on March 26, 2012, 01:45:29 PM
I thought this was Aces High, no World of tanks  :airplane:

I see a single enemy on the radar, with 20 friendlies ganging him.
Title: Re: Trinity map
Post by: Butcher on March 26, 2012, 01:46:54 PM
I thought this was Aces High, no World of tanks  :airplane:

I see a single enemy on the radar, with 20 friendlies ganging him.

In the air, on land, and at sea, the battle rages 24 hours a day with participants from around the world.  Take our free two week trial and find out why Aces High is the online game for you.

What it says on the Aces high webpage.
Title: Re: Trinity map
Post by: Noir on March 26, 2012, 01:50:51 PM
See rule #4
Title: Re: Trinity map
Post by: Zoney on March 26, 2012, 01:56:00 PM
I like the Trinity map, thank you.
Title: Re: Trinity map
Post by: Butcher on March 26, 2012, 02:01:43 PM
I like the Trinity map, thank you.

Considering the hours needed to make a map, I am glad we have any maps period, I took an interest in designing one a few years back, half the map was based on the Pacific theater and other half european, where 3 countries are split between the two.

Think I spent 3 months on it and gave up, pretty much out of my league to do that kinda stuff, same with skinning.
Title: Re: Trinity map
Post by: Tom5572 on March 26, 2012, 02:07:08 PM
Trinity is my favorite map. There is always a fight, ground, air or sea. If you look they are all around. Mir, Drano, Mkaf and I had a heck of a row at A1 last night, fighting Biggamer and some others. There was no ganging, though I did get into a nice three v one. That was by choice. Best all around map IMHO.
Title: Re: Trinity map
Post by: Greebo on March 26, 2012, 02:59:50 PM
Trinity is OK once a few fields are taken and it gets away from its starting position. The border mountains are way too high so the action gets compressed around a single pair of fields on the coastline of each borders until CVs come into play or a horde captures a field or two.

The map I can't stand is that little square one with no oceans. Like Trinity its border mountains are too high and the fields are too far apart. I very rarely get a good fight on that map so I usually log when its on.
Title: Re: Trinity map
Post by: Citabria on March 27, 2012, 12:02:42 AM
FesterMA is enroute  :devil

new and improved.
Title: Re: Trinity map
Post by: Midway on March 27, 2012, 12:06:59 AM
FesterMA is enroute  :devil

new and improved.

 :aok :)
Title: Re: Trinity map
Post by: JunkyII on March 27, 2012, 06:13:19 AM
FesterMA is enroute  :devil

new and improved.
Like

EDIT:Trinity isn't bad for fights, you just have to fly further more often.
Title: Re: Trinity map
Post by: Debrody on March 27, 2012, 07:03:50 AM
Like

EDIT:Trinity isn't bad for fights, you just have to fly further more often.
Flying 15 mins only to get ganged sux IMO

-make the mountains lower
-take some bases closer
and the trinity becames a good map again.
Title: Re: Trinity map
Post by: titanic3 on March 27, 2012, 07:16:14 AM
Put air bases at the TT so the guys who don't want to horde and have quick action have their fun in there.
Title: Re: Trinity map
Post by: JunkyII on March 27, 2012, 07:37:04 AM
Flying 15 mins only to get ganged sux IMO

-make the mountains lower
-take some bases closer
and the trinity becames a good map again.
Don't know how you've been flying...had some good fights yesterday in there.

I'll make an assumption and go with you aren't climbing high enough on the way there which is why your getting ganged and having problems with the fight. I'm all about a good fight but if you assume a furball will be at the same alt when bases are a sector and a half away as they are if the bases are a sector a way you gots another thing coming ;)

 :salute
Title: Re: Trinity map
Post by: MAINER on March 27, 2012, 07:43:57 AM
Its not the best map. But still I dont think we need to get rid of it.
Title: Re: Trinity map
Post by: matt on March 27, 2012, 11:28:33 AM
Please remove it from rotation, it's boring by design.

Most people don't even bother to log in when its on, and prefer to play golf on their Game Boy as there's more action in that game.
If the gv spawn points were better this map would be alot better.
i'd rather have this map than the smaller maps. :bolt:
Title: Re: Trinity map
Post by: PFactorDave on March 27, 2012, 11:32:01 AM
I only dislike the super tall mountains.  I like maps that don't force long climb outs just to get to the combat area.
Title: Re: Trinity map
Post by: Midway on March 27, 2012, 11:34:47 AM
I like variety in maps, therefore I like all maps. :aok
Title: Re: Trinity map
Post by: LCADolby on March 27, 2012, 11:36:55 AM
See rule #4
Title: Re: Trinity map
Post by: Banshee7 on March 27, 2012, 11:39:10 AM
i'd rather have this map than the smaller maps. :bolt:

NDIsles is quite possibly the best map out there.  Land, air, sea fights, close bases, small map  :rock
Title: Re: Trinity map
Post by: SmokinLoon on March 27, 2012, 11:48:30 AM
Trinity is an awesome map.  It has the BEST tank town in the game, but circle jerk spawn points like V135 seem to attract all the attention, such a shame.   :frown:

The worst map in the rotation without a doubt is Mundane.  er... Mindanao.
Title: Re: Trinity map
Post by: PFactorDave on March 27, 2012, 11:49:20 AM
NDIsles is quite possibly the best map out there.  Land, air, sea fights, close bases, small map  :rock

I've always liked OzKansas
Title: Re: Trinity map
Post by: Banshee7 on March 27, 2012, 11:52:23 AM
I've always liked OzKansas

Isn't that the large map with the center Fighter/tank town island?  That's a pretty good map, too.  I was just negating matt's statement about small maps.  :)
Title: Re: Trinity map
Post by: PFactorDave on March 27, 2012, 11:56:19 AM
Isn't that the large map with the center Fighter/tank town island?  That's a pretty good map, too.  I was just negating matt's statement about small maps.  :)

Yes that's it.
Title: Re: Trinity map
Post by: Shuffler on March 27, 2012, 01:56:09 PM
I like the one that has air bases you can fly from. It is just plain cool.
Title: Re: Trinity map
Post by: Banshee7 on March 27, 2012, 01:58:03 PM
Wait until you learn how to lift from them.  They will be really cool then  :D
Title: Re: Trinity map
Post by: RTHolmes on March 27, 2012, 05:07:25 PM
terrible map, I groan everytime I log in and see it. Its steady state is 1 furball in the corner of each front, and like greebo mentioned only gets good when quite a few bases have been lost/won breaching the mountains. which pretty much requires a horde. and then they get retaken pretty easily and its back to square-one. and repeat for a week :rolleyes:
Title: Re: Trinity map
Post by: coombz on March 27, 2012, 05:16:56 PM
awful map, too much flight time for too little action...bleeergghh

hurry up and horde us to the next map in the rotation plz vDallas!
Title: Re: Trinity map
Post by: Greebo on March 27, 2012, 05:21:49 PM
Trinity would be a completely different map if the border mountains were turned into border hills and this would be really easy to do in the terrain editor. There is a text file that accompanies each terrain that gives the highest altitude in the terrain. All other altitudes in the terrain are scaled from that one number. So all HTC would have to do is reduce the number in that file to say half its current value and all land would be reset to half its current alt, including the border mountains. This shouldn't need any testing either, as potential bugs like too steep slopes for GVs or mountains at the end of runways will be reduced. Also flat terrain under objects would remain flat, just half the alt of before.
Title: Re: Trinity map
Post by: RTHolmes on March 27, 2012, 05:29:07 PM
nailed it :aok

all those mountains are there to protect TT, which is never used (although the GVers apparently like this map for the other bases), and they kill the air/combined part of the game.
Title: Re: Trinity map
Post by: Babalonian on March 27, 2012, 06:35:21 PM
Rotate, please, after a full day or two, if you could ever so kindly, HTCs.   :pray

(It just often goes nowhere)
Title: Re: Trinity map
Post by: truss51 on March 27, 2012, 06:51:56 PM
We should have a poll for Best/Worst maps. Give the least liked less weighting in rotation.
Title: Re: Trinity map
Post by: uptown on March 27, 2012, 07:32:35 PM
I hate all the maps but one.....Baltic. It doesn't last long though especially when the big squads start rolling up the bases.
Title: Re: Trinity map
Post by: SmokinLoon on March 28, 2012, 08:13:09 AM
In response to Greebo's point about editing maps-  Are the authors of the maps the only ones able to edit the maps in question?

Because if HTC will accept maps currently in the rotation that have been edited in manners that only alter altitudes of mountains/hill and gv spawn points, then I say we enlist the help of a few map editors and get the job done.

FIRST... we fix V135 spawn point.  THEN, we lower the altitudes of the mountains to 8-10k.  Thirdly, we double check the rest of the gv spawn points and edit them as needed due to the changes in altitude.  Forth, we raise the mountains around TT back up to 20k+.

BAM!  Map "improved".    :D
Title: Re: Trinity map
Post by: Greebo on March 28, 2012, 08:24:49 AM
Only HTC or the original author would be able to alter an existing map. The author would have to resubmit the edited map to HTC for approval. The problem with MA maps is that HTC absolutely can't afford them to be buggy or worse still, crash the server. This is why it takes so long to get new MA terrains approved, they have to go through the whole thing checking for bugs.

My suggestion of altering Trinity's overall terrain height is quick to do and more importantly shouldn't be able to introduce any new bugs. However if you start reshaping the terrain in the TE; raising the TT mountains etc then you run the risk of bugs getting into the terrain. For instance, airfields or water on sloping terrain, mountains at the end of runways, SPs on sheer drops. All of this would have to be rechecked, which makes it less likely HTC would have the time to do it.
Title: Re: Trinity map
Post by: Wayout on March 28, 2012, 10:30:01 AM

Trinity map  :aok :aok :aok

Title: Re: Trinity map
Post by: PFactorDave on March 28, 2012, 11:57:52 AM
Map is terrible.  How many days has it been up now with virtually no change.  It forces hordes to become even bigger. 
Title: Re: Trinity map
Post by: Lusche on March 28, 2012, 12:02:20 PM
Map is terrible.  How many days has it been up now with virtually no change.  It forces hordes to become even bigger.  

Not trying to speak for Trinity, but there had been a lot of change during the last few days. Huge parts of territory in all countries had been conquered and lost again, often severeal times.
But as noted before, when the map comes up, or the lost territories have been recaptured and the countries are basically back to start, it's quite... dull.

But the real shame is: It hadn't always been that way. Years ago before the Great Split you could always go to tank town, where countless tanks of all 3 sides where mixing it up 24/7....  :(
Title: Re: Trinity map
Post by: Citabria on March 28, 2012, 01:32:05 PM
the only reason there was a trinity tank town was ah had no ground clutter so a city was made to add clutter and the tanks all played there.

now the clutter is so thick there are no open areas. open terrain is almost sought after now and there is no reason to go looking for clutter and no reason to fight in the irelevant trinity tank town.

and the ground war has changed in that many gver's are looking for a place where there is an air war raging above so they can shoot at it with wirbles.

its why i like setups where the biggest combined arms conflagration is possible. it creates oportunities for all the chess pieces to interact. tanks vs tanks vs jabos vs wirbles vs furballers vs bombers etc.

there is a movie called we were soldiers where the resupply helos are flying into the warzone... its a scene I love to see when playing in ah and there are a few places where this level of intensity and stacked fighting is seen.



Title: Re: Trinity map
Post by: Shuffler on March 28, 2012, 02:46:45 PM
I think I am flying Knights lately.... in any case they claim to have the highest class hordes in the business.


Awhile back the Rooks said they have the hottest hordes.


I also remember when on the Bishops that they said "me no hor.... not even fo fi dolla".   :D
Title: Re: Trinity map
Post by: The Fugitive on March 28, 2012, 03:42:04 PM
the only reason there was a trinity tank town was ah had no ground clutter so a city was made to add clutter and the tanks all played there.

now the clutter is so thick there are no open areas. open terrain is almost sought after now and there is no reason to go looking for clutter and no reason to fight in the irelevant trinity tank town.

Tank town turned into a dust bowl long before clutter showed up.

Quote
and the ground war has changed in that many gver's are looking for a place where there is an air war raging above so they can shoot at it with wirbles.

The ground war has changed, but it's not because it's looking for more action from the sky. The complete opposite really. How often do you see threads on the boards looking for arenas for tanks only? Every couple of weeks there is a new one because they are tired of getting bombed by everyone. And why do they get bombed by everyone? Because no want wants to drive a whirbl or osty.


Quote
its why i like setups where the biggest combined arms conflagration is possible. it creates oportunities for all the chess pieces to interact. tanks vs tanks vs jabos vs wirbles vs furballers vs bombers etc.

there is a movie called we were soldiers where the resupply helos are flying into the warzone... its a scene I love to see when playing in ah and there are a few places where this level of intensity and stacked fighting is seen.


You may like it like that, but todays players do not. They like places like V135 on Trinity where they can park a tank and pick off spawning tanks easily. Tank town sucks because there are too many spawn points to cover and the spawners can break out and flank the spawn campers. Other spawns suck because its too easy for jabos to roll in and pick up quick easy kills.

Todays palyers don't want to work for the kills, they just want to add them up as quickly as possible. Training is too hard, learning to fight is too hard, driving and shooting at the same time way over most of their heads...as most of the shots would be.  :D It is not about the fights any more, its about how many kills you can get and how many bases you can grab with out fighting for them.
Title: Re: Trinity map
Post by: PFactorDave on March 28, 2012, 05:06:13 PM
Tank town turned into a dust bowl long before clutter showed up.

The ground war has changed, but it's not because it's looking for more action from the sky. The complete opposite really. How often do you see threads on the boards looking for arenas for tanks only? Every couple of weeks there is a new one because they are tired of getting bombed by everyone. And why do they get bombed by everyone? Because no want wants to drive a whirbl or osty.


You may like it like that, but todays players do not. They like places like V135 on Trinity where they can park a tank and pick off spawning tanks easily. Tank town sucks because there are too many spawn points to cover and the spawners can break out and flank the spawn campers. Other spawns suck because its too easy for jabos to roll in and pick up quick easy kills.

Todays palyers don't want to work for the kills, they just want to add them up as quickly as possible. Training is too hard, learning to fight is too hard, driving and shooting at the same time way over most of their heads...as most of the shots would be.  :D It is not about the fights any more, its about how many kills you can get and how many bases you can grab with out fighting for them.

Agree 100%

I spent some time over the 135 area today.  At any given time there was 20+ guys camping the spawns where maybe 4 or 5 guys were upping tanks over and over.  Neither side ever seemed to attempt to take any ground.  I killed the guys coming over in low lancstukas, even though I seriously considered letting them carpet the area.

I did have one really fun fight with CobraJet, my Ki84 vs his F4U.   :salute  Was a fun fight!
Title: Re: Trinity map
Post by: bj229r on March 28, 2012, 06:12:19 PM
The tank town on Trinity in AH1 invariably had an inSANE amount of people.....(ESP when you take into account the trench-warefare that the mountains caused) I was most bummed when it didn't make the cut to the new graphics engine, and even more so when it finally came back, and TT is a ghost town.

 Glad FesterMA is coming back, was gonna make a wish-post for that......the map has something for everybody. Fester probably has a better grasp of the human behavior in the game than anyone :salute
Title: Re: Trinity map
Post by: Citabria on March 28, 2012, 07:28:44 PM
players settle for the camp.

but what is truly irresistable is being in the middle of a huge war.

being in a massive battle changes the players mentality on what risks they are willing to take. the camper takes no risks. the player in the middle of a massive battle is willing to risk being bombed or knocked out by an enemy tank or plane just to fight in that battle when it is elevated to such a level that all this stuff can be happening without the player feeling outnumbered or overwhelmed on either side.

the balance is easily tipped in either direction but by setting up bases or maps in a certain way it is possible to instigate such cataclysmic total war battles that are more common.

Title: Re: Trinity map
Post by: The Fugitive on March 28, 2012, 09:14:08 PM
players settle for the camp.

but what is truly irresistable is being in the middle of a huge war.

being in a massive battle changes the players mentality on what risks they are willing to take. the camper takes no risks. the player in the middle of a massive battle is willing to risk being bombed or knocked out by an enemy tank or plane just to fight in that battle when it is elevated to such a level that all this stuff can be happening without the player feeling outnumbered or overwhelmed on either side.

the balance is easily tipped in either direction but by setting up bases or maps in a certain way it is possible to instigate such cataclysmic total war battles that are more common.



I hope your right, you just don't see it much any more. As soon as a battle starts to heat up and a few bombs get dropped there are the cries of "bomb****" or "here comes the fun police!". The game is all about score, not battles.

It certainly would be refreshing to see people fight it out instead of avoiding combat at the drop of a hat. Good luck !
Title: Re: Trinity map
Post by: Vinkman on March 29, 2012, 01:49:43 PM
I like the Trinity map, thank you.

OK. Why?  :salute

Giant mountains double and tripple flight time to the action. Since no one wants to fly that that far, everyone piles into the two closest airbases creating an instant, and constant horde in a couple of locations on the map. The vast majority of the map is unaccessible. It's why the map stays up until it's reset. You can barely capture a base, let alone win it.  Out of boardem, many will try GV-ing (why Butcher likes it?). But with so far to fly, air cover over a GV spawn in nearly impossible. So it's a bombadier field day as countless B5Ns, Lancs, and you name it, drop endless bombs on defenseless tanks trying to find GV fights.

Lousy aircombat map + lousy Gv map = Lousy map.

Title: Re: Trinity map
Post by: Zoney on March 29, 2012, 03:53:29 PM
OK. Why?  :salute )Because it is different, yes harder, not neccessarily better, but I play alot and I like the change)

Giant mountains double and tripple flight time to the action. Since no one wants to fly that that far, (I do, my wingman Wiley does, and alot more folks also fly high.  I see them all the time.  I prefer that the fight starts high.  It's different, its easy to find a low fight on any map.  I don't mind fighting on the deck, I'd just rather not start there)everyone piles into the two closest airbases creating an instant, and constant horde in a couple of locations on the map. The vast majority of the map is unaccessible. It's why the map stays up until it's reset. You can barely capture a base, let alone win it.(Admittedly, I seldom pay much attention to whom is winning what base or whom is winning the map.  The only time I care is when I too am bored because it has been the same map for a long time)  Out of boardem, many will try GV-ing (why Butcher likes it?). But with so far to fly, air cover over a GV spawn in nearly impossible. So it's a bombadier field day as countless B5Ns, Lancs, and you name it, drop endless bombs on defenseless tanks trying to find GV fights.

Lousy aircombat map + lousy Gv map = Lousy map.



And sir,  :salute
Title: Re: Trinity map
Post by: Zoney on March 29, 2012, 03:58:47 PM
Actually, to be totally honest, I'm an alt monkey anyway so high mountains are still below me.
Title: Re: Trinity map
Post by: Wiley on March 29, 2012, 04:13:25 PM
Put another way, but building on what Zoney said, I guess it causes people to fight a little more like we do.

As he said, we're a pair of unrepentant altmonkeys.  I'm a little less patient than he is, I often head for the fight at 15-20k, he generally doesn't turn toward the enemy til he's 20+.

On Trinity, it feels like it more than doubles the chances I'll see bandits above 15k.  There's often even enough of them that they'll engage me instead of diving out.

Most other maps, people are down in the weeds way more often because they have no reason to fly higher.

Wiley.
Title: Re: Trinity map
Post by: PFactorDave on March 29, 2012, 04:16:15 PM
Put another way, but building on what Zoney said, I guess it causes people to fight a little more like we do.

As he said, we're a pair of unrepentant altmonkeys.  I'm a little less patient than he is, I often head for the fight at 15-20k, he generally doesn't turn toward the enemy til he's 20+.

On Trinity, it feels like it more than doubles the chances I'll see bandits above 15k.  There's often even enough of them that they'll engage me instead of diving out.

Most other maps, people are down in the weeds way more often because they have no reason to fly higher.

Wiley.

I understand where you're coming from, but the alt monkey game bores me to tears.  I would much rather defend a base from a CV a little bit off shore.  The fights are low and brutal.  It takes almost no time to go from wheels up to into the fight.

Climbing out for 15 to 20 minutes isn't a good use of my entertainment time, in my opinion.
Title: Re: Trinity map
Post by: Wiley on March 29, 2012, 04:39:50 PM
I understand where you're coming from, but the alt monkey game bores me to tears.  I would much rather defend a base from a CV a little bit off shore.  The fights are low and brutal.  It takes almost no time to go from wheels up to into the fight.

Climbing out for 15 to 20 minutes isn't a good use of my entertainment time, in my opinion.

I've been learning the 109K.  My climbout time is down to about 5 minutes lately. ;)

Incidentally, I was just stating why I like it somewhat.  I'm not terribly fond of 'forcing' people into different playstyles just on general principles.

Honestly, what map we're on means very little to me most of the time.  It just seems like I get to spend more time buff hunting and killing high fighters on Trinity than some others.

Wiley.
Title: Re: Trinity map
Post by: Babalonian on March 29, 2012, 05:00:43 PM
Is it still up this afternoon?
Title: Re: Trinity map
Post by: PFactorDave on March 29, 2012, 05:41:41 PM
Is it still up this afternoon?

Yes.  ::bleh::
Title: Re: Trinity map
Post by: Babalonian on March 29, 2012, 05:54:23 PM
*gets on his knees*

Maybe, before whomever goes home for the day.... maybe... please?


Seriously, anyone have a guess as to about how much time is left before it auto rotates?
Title: Re: Trinity map
Post by: Vinkman on March 30, 2012, 08:20:11 AM
Now I'm just swagging here, because I have no real data, but I'm going to venture that Trinity is up as much as the other maps combined. Often complaining will get it switched, then we blow through the other maps one or two days per, and were are right back to Trinity for a 1 or week or more. Uteris and Grinder (and the one that looks like Utah) are won in a half a day sometimes. But I really like those maps (especially Grinder).

I could curb my dislike for Trinity and respect it's place in the rotation if it was limited to two days max, after which it would be a forced rotation to the next map.  :salute
Title: Re: Trinity map
Post by: LCADolby on March 30, 2012, 10:10:08 AM
Trinity has been boring all week.  :bhead
Title: Re: Trinity map
Post by: matt on March 30, 2012, 10:16:03 AM
Trinity is better than the next map-the next map has the uncapturable ports in the center.Well maybe some people like it.
Title: Re: Trinity map
Post by: Lusche on March 30, 2012, 11:40:19 AM
s the uncapturable ports in the center.

I think this was a splendid idea for gameplay.  CV's attacking land bases create combat. Constantly hidden CV's do not.  :)
Title: Re: Trinity map
Post by: LilMak on March 30, 2012, 12:05:23 PM
I don't like trinity because it seems to encourage high alt hordes instead of fights. As a jug geek (a plane that accels at alt) you'd think I would love it, but mostly, I get tired of being stuck on the same map for weeks.
Title: Re: Trinity map
Post by: Vinkman on March 30, 2012, 12:10:02 PM
I think this was a splendid idea for gameplay.  CV's attacking land bases create combat. Constantly hidden CV's do not.  :)

Lusche good to see you back on the boards. There was some discussion that you went missing for a while. To my questioon, do you have any data that shows how long the maps are in rotation? I wonder if my swag was close?  :salute
Title: Re: Trinity map
Post by: Vinkman on March 30, 2012, 12:14:24 PM
Trinity would be a completely different map if the border mountains were turned into border hills and this would be really easy to do in the terrain editor. There is a text file that accompanies each terrain that gives the highest altitude in the terrain. All other altitudes in the terrain are scaled from that one number. So all HTC would have to do is reduce the number in that file to say half its current value and all land would be reset to half its current alt, including the border mountains. This shouldn't need any testing either, as potential bugs like too steep slopes for GVs or mountains at the end of runways will be reduced. Also flat terrain under objects would remain flat, just half the alt of before.

+1 for this idea Grebo.  :aok

In fact after I read this post yesterday and spent a few hours playing, I think the oposite may have happened in trinity's evolution. There are roads going straight up the sides of mountains, spawns on the tops of cliffs, etc. Could it be that the hills were grown to make this odd map because someone thought it was a way to keep planes out of tank ville? Hmmm.  :salute