Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Simon on June 04, 2017, 12:21:19 PM

Title: Buzzkill map on a Sunday morning
Post by: Simon on June 04, 2017, 12:21:19 PM
I thought I heard this map is going away? Nothing kills my Sunday morning flight plans worse than seeing this anti-dogfighting map again.  :mad:
Title: Re: Buzzkill map on a Sunday morning
Post by: Vraciu on June 04, 2017, 12:27:49 PM
I thought I heard this map is going away? Nothing kills my Sunday morning flight plans worse than seeing this anti-dogfighting map again.  :mad:

I feel your pain.
Title: Re: Buzzkill map on a Sunday morning
Post by: Tracerfi on June 04, 2017, 12:35:46 PM
I thought I heard this map is going away? Nothing kills my Sunday morning flight plans worse than seeing this anti-dogfighting map again.  :mad:
they fixed the map if you had not noticed field alts had been lowered and the flak bases had been removed.
Title: Re: Buzzkill map on a Sunday morning
Post by: hgtonyvi on June 04, 2017, 12:38:28 PM
I'll have to check the map fixture myself to see if its get an ok.
Title: Re: Buzzkill map on a Sunday morning
Post by: DmonSlyr on June 04, 2017, 01:10:07 PM
they fixed the map if you had not noticed field alts had been lowered and the flak bases had been removed.

Tracerfi,

I respect your time and ability to make adjustments and maps. I appreciate that y'all have reduced the mountain size and other tweaks. That being said, I think the base layout is really the most damaging part of this map. IMO, I feel as though players are going to have many of the same gripes.

I think lowering the alts was a big first start, but please will you guys just redo the entire base layout so that it is symmetrical and bases are only 17-20 miles apart. I think the design of the terrain map is really cool. But the base layout is really what is ruining the playability of the map.

Please take this into consideration. I'm glad y'all admitted that their was an issue with the map, and decided to make adjustments. That's the first solution! It's better to make a few adjustments to make it better, instead of take it personal (not you specifically) and defend out of spite a map that is failing.

Thanks!
Title: Re: Buzzkill map on a Sunday morning
Post by: Ack-Ack on June 04, 2017, 01:21:56 PM
Tracerfi,

I respect your time and ability to make adjustments and maps. I appreciate that y'all have reduced the mountain size and other tweaks. That being said, I think the base layout is really the most damaging part of this map. IMO, I feel as though players are going to have many of the same gripes.

I think lowering the alts was a big first start, but please will you guys just redo the entire base layout so that it is symmetrical and bases are only 17-20 miles apart. I think the design of the terrain map is really cool. But the base layout is really what is ruining the playability of the map.

Please take this into consideration. I'm glad y'all admitted that their was an issue with the map, and decided to make adjustments. That's the first solution! It's better to make a few adjustments to make it better, instead of take it personal (not you specifically) and defend out of spite a map that is failing.

Thanks!

Tracerfi is just a teenager, he's not the map maker. 
Title: Re: Buzzkill map on a Sunday morning
Post by: bustr on June 04, 2017, 01:37:59 PM
Waffle replaced the center ack feilds with vBases and enabled the Brewster and I16 at every vBase. He lowered the center of the map to about 4.5k and looks like he may have rearranged some of the base layout. Now, it's just a small average map that should be flipable on a Sunday afternoon.

Waffle,

Please at least enable the Hurri2C and Yak7b along with those two unless your aim is for funny furballs and not base defense with 2 500lb bombs. You can get a Hurri2C off those runways with 50% fuel and the two bombs and the Yak with 50%. If the enemy tanks bring along a wirbel, the Hurri and Yak are check mated. Tested this extensively in the closed alpha when you introduced the new vBases.
Title: Re: Buzzkill map on a Sunday morning
Post by: Devil 505 on June 04, 2017, 02:25:51 PM
Waffle,

Please at least enable the Hurri2C and Yak7b along with those two unless your aim is for funny furballs and not base defense with 2 500lb bombs. You can get a Hurri2C off those runways with 50% fuel and the two bombs and the Yak with 50%. If the enemy tanks bring along a wirbel, the Hurri and Yak are check mated. Tested this extensively in the closed alpha when you introduced the new vBases.

109F's would be excellent here as well.
Title: Re: Buzzkill map on a Sunday morning
Post by: bustr on June 04, 2017, 03:00:57 PM
This might hold some promise in helping players to get into alternate rides from their late war only addictions especially if the limiting is to early\mid war aircraft that have a chance with low fuel and flaps to get over the trees off the runway ends. The runway is so short you are limited to 50-75% fuel to clear the trees, while having only the single fighter hanger, a new porking target becomes important to capture this type of vBase. At least on Buzzsaw it would promote some furballing and raceing around in the bushes nonsense that could make for a fun evening. And feed the wirbels.....

And there would be the buzzkills who would have to climb to 20k to safely pick under powered rides in the bushes....Oh well. Hey then the other players who refuse to fly under powered rides would show up higher to pick those buzzkills. This layout for furballing has been proved to generate fun by the base change on the central island on the NDisles terrain. The drawback will be how easy to vulch uppers this provides. During the alpha testing we ran into that problem furballing around the new vBase object, one guy upping a wirbel solved it. While part of the time the trees helped take out the vulchers.
Title: Re: Buzzkill map on a Sunday morning
Post by: cav58d on June 04, 2017, 05:08:25 PM
Maybe it's buzzsaw or maybe i'm just losing interest in AH.  I've tried logging in three times today, and I log out after a single flight.


The ultra realistic spits and corsairs doing back to back to back torque rolls 5 feet AGL don't help either...

FSO can't come soon enough, that's about the only thing keeping me here.



EDIT:  Tried the map again, and even with the fixes it's just lame.  The double ports need to go, and the large airfield that's half a sector from the ports need to swap with a small field.
Title: Re: Buzzkill map on a Sunday morning
Post by: save on June 04, 2017, 07:20:45 PM
I like the changes he did, it made the map playable.
Title: Re: Buzzkill map on a Sunday morning
Post by: hgtonyvi on June 04, 2017, 07:23:44 PM
I like the changes he did, it made the map playable.
Yes the map is playable now.
Title: Re: Buzzkill map on a Sunday morning
Post by: guncrasher on June 04, 2017, 07:36:33 PM
i tried playing it, i logged off.  will be back in a couple of hours.


semp
Title: Re: Buzzkill map on a Sunday morning
Post by: gflyer on June 04, 2017, 09:05:15 PM
Too many V bases.. Maybe increase VH down times to compensate? Still not a fan of the map but it is better than it was. Like the idea of increasing planes available as mentioned above.

Title: Re: Buzzkill map on a Sunday morning
Post by: Becinhu on June 05, 2017, 09:15:58 AM
I noticed one odd anomaly on buzzsaw last night. A45. The base has a constant flicker throughout the terrain. Also the base is now an island as well as the town, but they aren't connected. So no gvs can run to town, unless the water showing is a visual anomaly. I didn't test a drive from base to town to check though.


Sent from my iPhone using Tapatalk
Title: Re: Buzzkill map on a Sunday morning
Post by: Simon on June 05, 2017, 09:20:24 AM
It's definitely better now. I did notice that vbase radars don't show enemies though. Is that by design?

Now we just have to inform everyone so they don't just log immediately on sight, like I did, and see if the changes result in more air combat.


Simon
Title: Re: Buzzkill map on a Sunday morning
Post by: Shuffler on June 05, 2017, 09:43:38 AM
I noticed one odd anomaly on buzzsaw last night. A45. The base has a constant flicker throughout the terrain. Also the base is now an island as well as the town, but they aren't connected. So no gvs can run to town, unless the water showing is a visual anomaly. I didn't test a drive from base to town to check though.


Sent from my iPhone using Tapatalk

You get far enough from town it looks like a water filled out. I deported the bug. I believe the town and field are below sea leve.

The terrain is much more playable now.
Title: Re: Buzzkill map on a Sunday morning
Post by: Wiley on June 05, 2017, 09:53:32 AM
Definitely an improvement and it showed.  There were airplanes in the air and everything last night.

Wiley.
Title: Re: Buzzkill map on a Sunday morning
Post by: DubiousKB on June 05, 2017, 10:08:38 AM
You get far enough from town it looks like a water filled out. I deported the bug. I believe the town and field are below sea leve.

The terrain is much more playable now.

I noticed the atlantis style base and town as well... Helluva a moate you put around that field!  :salute   I didn't notice the other major changes, is there a listing of what was adjusted in another thread?  Just curious what tweeks were attempted. 
Title: Re: Buzzkill map on a Sunday morning
Post by: SlipKnt on June 05, 2017, 10:10:14 AM
I noticed one odd anomaly on buzzsaw last night. A45. The base has a constant flicker throughout the terrain. Also the base is now an island as well as the town, but they aren't connected. So no gvs can run to town, unless the water showing is a visual anomaly. I didn't test a drive from base to town to check though.


Sent from my iPhone using Tapatalk

Not an anomaly.  We drove LVTs to get there.  Don't know if it was intended but made for an interesting run.  I actually liked that.  It changed how we had to attack it.
Title: Re: Buzzkill map on a Sunday morning
Post by: cav58d on June 05, 2017, 10:22:38 AM
V9 to A14 vehicle spawn needs to be tweaked.  No more than a 45 second ride to be on the field. 

I also don't think the dual ports work.  I would like to see one of the ports deleted, and if they stay, the large airfield less then a sector away should be changed to a small field.
Title: Re: Buzzkill map on a Sunday morning
Post by: Randy1 on June 05, 2017, 10:45:05 AM
Major changes need a few days to work out the bugs.  A huge thanks for working on this map.  It may end up as one of the best maps in the game.

I would suggest further attention to the strats.  They are still too easy to take down.  The start attacks favors the large country when there is a side imbalance countering any ENY restrictions.
Title: Re: Buzzkill map on a Sunday morning
Post by: Electroman on June 05, 2017, 11:18:58 AM
The map is definitely better and at least getting bombers up and flying now is more promising. I would almost exclusively GV before on this map because the terrain heights were such a pain it made no sense for bombers.

Like the improvements so far, but as some have mentioned there could be a few more tweaks to make this map a little better. Thanks for the efforts - greatly appreciated!

Cheers,
Elec1
Title: Re: Buzzkill map on a Sunday morning
Post by: Vraciu on June 05, 2017, 11:35:11 AM
Now we have expanded possibilities.   I advocated for modifying maps long ago.   It works.   Once we get Buzz fixed hopefully others will get a second lease on life. 

 :aok
Title: Re: Buzzkill map on a Sunday morning
Post by: Wiley on June 05, 2017, 12:25:46 PM
Wouldn't that kind of be up to the creator of the map?

Wiley.
Title: Re: Buzzkill map on a Sunday morning
Post by: bustr on June 05, 2017, 01:01:37 PM
Waffle a question:

Do you have available only in house at HTC a terrain editor tool that allows "you" to perform global elevation adjustments to a terrain?
Title: Re: Buzzkill map on a Sunday morning
Post by: hitech on June 05, 2017, 01:59:33 PM
Waffle a question:

Do you have available only in house at HTC a terrain editor tool that allows "you" to perform global elevation adjustments to a terrain?

He uses l3dt.

HiTech
Title: Re: Buzzkill map on a Sunday morning
Post by: AAIK on June 05, 2017, 02:12:12 PM
He uses l3dt.

HiTech

Do you need a paid version to output maps like waffle does?
Title: Re: Buzzkill map on a Sunday morning
Post by: bustr on June 05, 2017, 02:20:18 PM
He uses l3dt.

HiTech

They never sent me a license for a 90 day trial of the Pro version which has a 4096x4096 work space. So I created a basic elevation unsigned heightmap RAW file and got started on my new terrain. The free version has only a 2048x2048 work space. I didn't really want to create one off topo formations or all of Country-1, then copy and paste piece together a whole 4096x4096 terrain from that.

I know, I should just bite the bullet and buy the single seat license Pro version.

I was just trying to envision how he lowered the global elevation for a broad topo feature including putting a field and it's town base elevation under water while keeping intact the object locations he did not change and the terrain tile over lay that was in place. Swapping out field objects and moving spawns around takes an afternoon. Or I've played with modifying an OBA file for that to change several objects that I was confident working with.
Title: Re: Buzzkill map on a Sunday morning
Post by: bustr on June 05, 2017, 02:32:06 PM
AAIK,

If you are only creating 10x10 sector (2048x2048) terrain , you can do that with the free version of L3DT. The Pro version allows for a 4096x4096 work space. My terrains with the 25k mountain ring create a hybrid sized arena where the combat space is 14x14 sectors. Then you arrange the base objects to provide activity for prime time large groups and off prime small groups. The wheel design is good for that configuration. If AH gets on Steam and numbers increase, the wheel design will be too easy to flip the map by larger groups of players. At least it will be fun while the map lasts for them.
Title: Re: Buzzkill map on a Sunday morning
Post by: hitech on June 05, 2017, 03:01:44 PM
He just scaled all heights. Bustr L3dt is well worth the price. Waffle does almost all landscaping in l3dt then sets types in ah via alt and slope. He did buzz saw in less then 4 days.

HiTech
Title: Re: Buzzkill map on a Sunday morning
Post by: Randy1 on June 05, 2017, 04:04:11 PM
Now we have expanded possibilities.   I advocated for modifying maps long ago.   It works.   Once we get Buzz fixed hopefully others will get a second lease on life. 

 :aok

Still, we need a variety.
Title: Re: Buzzkill map on a Sunday morning
Post by: bustr on June 05, 2017, 04:22:05 PM
Did he take the original L3DT exported signed raw heightmap file and rework it in L3DT, export the results, then re-import back into the original buzzsaw project. Or, did he have to create a new buzzsaw project and import the modified export raw file from L3DT and use the OBA file from the first buzzsaw project for relocating all of the objects? Or, is it possible to modify the heightmap of a finished terrain to make elevation and feature changes, then import it back in and not effect the object location placements except of elevation values or the terrain tile overlays in place? Is that what the MDM and DAT files control?

If my sanity holds up with oceania and I decide to do a Med terrain tile set map, I'll purchase a single L3DT Pro license.

I've realized using the raise hill tool is not very complicated for laying down mountain ranges with random effects in a defined space like a large island after seeing how Artik's program ran the mountain building and the scale inside of 2x2 mile blocks. I wasted a lot of time being too stylistically artsy while Artik's program in a way just brute forced the best possible outcomes with the polygon mesh limitations. I took a look at pictures of New Guinea in the areas I flew NOE through in FSO. The overall replication of the rock formations is enough that the terrain from above looks recognizable after looking at the New Guinea area photos.  When you get up close inside of the mountain ranges, it looks like all the same polygon issues you can't ever work out by spending hours on a single feature. You just save that for the 6x6 area around base objects.

I really thought I could coax the polygon limitations if I just kept at it for hours at a time on some 10 mile stretch of mountain range.....you really need a face palm emoticon. This one will do until then :bhead 
Title: Re: Buzzkill map on a Sunday morning
Post by: hitech on June 05, 2017, 04:36:08 PM
Edit Export ->l3dt inport and scale->export from l3dt->Edit Import.

HiTech
Title: Re: Buzzkill map on a Sunday morning
Post by: Vraciu on June 05, 2017, 05:16:23 PM
Still, we need a variety.

If maps currently shelved can be revitalized that IS variety.    Meanwhile, new maps are in the pipeline. 
Title: Re: Buzzkill map on a Sunday morning
Post by: bustr on June 05, 2017, 06:39:53 PM
Edit Export ->l3dt inport and scale->export from l3dt->Edit Import.

HiTech

So the objects, their alt and orientation, and the tile painting overlay do not care about the imported heightmap file that changes the elevations and terrain structures. You are on the hook to visit each object and change it's y-value to match the change in terrain alt you adjusted in L3DT. It's also probably better to not perform a weird experiment like taking the heightmap from one terrain and importing it into another for grins and giggles.

Now I can't get that out of my head wondering how bad it would make things in the second test terrain. I have a couple of those laying around.... :O
Title: Re: Buzzkill map on a Sunday morning
Post by: Waffle on June 05, 2017, 07:15:57 PM
You can adjust heights globally with the "set all square objects to terrain height" function. but current release is broke as it can place objects below sea level.


Sent from my SAMSUNG-SM-N900A using Tapatalk

Title: Re: Buzzkill map on a Sunday morning
Post by: bustr on June 05, 2017, 09:55:14 PM
Thank you Waffle, I'm speeding up on my mountain building, especially now that I've stopped worrying about how two parallel mountain range's side canyons run into each other. I just use a 1\2-1mile brush and pull a bulldozer tool between the over laps and suddenly I have a potential river, creek or just logical solution. The bilinear smoothing tool cleans up the flat cut vertical faces. I just ask myself, where is to water going.....and you have two bays with ports.
Title: Re: Buzzkill map on a Sunday morning
Post by: hitech on June 06, 2017, 08:50:22 AM
Waffle was mistaken the below 0 fix made it in the last release.

HiTech
Title: Re: Buzzkill map on a Sunday morning
Post by: cav58d on June 15, 2017, 06:16:47 PM
Would it be possible to please take buzzsaw out of rotation until known issues are fixed.  Multiple fields are below sea level which causes a strange graphic glitch, and doesn't allow some players to take off.  Also, most CV's cannot leave their port due to waypoints touching land.  Given the graphics glitch, and the complete stale mate of the CV's, I would like to ask that buzzsaw be taken down ASAP.

Thanks!


 :rock :salute :bolt:
Title: Re: Buzzkill map on a Sunday morning
Post by: Shuffler on June 16, 2017, 05:00:29 PM
Would it be possible to please take buzzsaw out of rotation until known issues are fixed.  Multiple fields are below sea level which causes a strange graphic glitch, and doesn't allow some players to take off.  Also, most CV's cannot leave their port due to waypoints touching land.  Given the graphics glitch, and the complete stale mate of the CV's, I would like to ask that buzzsaw be taken down ASAP.

Thanks!


 :rock :salute :bolt:

No!   You are welcome.  :neener: