Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: popeye on April 24, 2020, 11:04:27 AM
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I've been experimenting with Artik's terrain generator and the TE and *might* be able to produce a new map.
My goal is a map that will work for the "morning crew" of 20ish players per side. It will probably not last long when numbers ramp up in the evening.
All fields are "small" except as noted. There are no Vbases. (I might add spawns in one of the remote lakes for PT fights.)
The three central fields (20,40,60) are "no town" fields with friendly gv spawns but no enemy gv spawns. They are designed as a furball area and hard to capture.
Only the unusual gv spawns are shown. Otherwise, they would be grouped in "triads" (fields 1,2,3...4,5,6...etc.) and include Bustr's local spawn design.
The fields are arranged to focus attacks at six "clash points" 2/56, 5/53, 12/32, 14/36, 21/44, and 26/47.
AAA and DAR strat are close to the large uncapturable fields for quick resupply, and there are no fleets. The idea is to encourage frontal attacks and discourage sneaks.
The terrain is from an area in southern Canada and is pretty flat, with most airfields under 500 feet elevation.
Comments welcome.
:salute
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Not bad. Are there trees?
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Not bad. Are there trees?
Yeah, lots of trees. It is, after all -- Canada. :D
I will make open spaces around the towns where the gv's can duke it out.
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Not bad. Are there trees?
.... at the ends of the runways?
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.... at the ends of the runways?
If they are maple trees, they have to stay. It's on the flag. :D
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Looks good to me, but I was never very good at figuring out how a map would play out.
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If they are maple trees, they have to stay. It's on the flag. :D
Ahhh you made me think of Lost Maples State Park here in Texas. Great hiking and camping.
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I love the concept of the fighter town. Might I suggest a sort of ring of v-bases in the center that don't connect to the middle 3 fields, but maybe 1 of each side's v-base spawns to an outer base?
(https://i.imgur.com/VxoxjfO.png)
Gives the GV guys something to do and allows them to push enough to create a fight, but not too far to 'win the war' just be steam rolling bases with GVs. Then again, the spawns from the V-base ring to the outer bases might be too much along with the spawns into 10, 29, and 50.
I agree though, it won't last long unfortunately. Awesome design nonetheless. :salute
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Thanks for having a look and for the suggestions. I'm not sure how it would actually play out. Still, fun fooling around with a map design.
:salute
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This is a great design. I will say, if you want the middle to be a fighter town, they need to be uncapturable. Else, they will be the first bases to be taken on the map. Make 20, 40, and 60 uncapturable and you will have made half the game very happy.
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This is looking good...........
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Well, it went live today and lasted about an hour.
First 23 Bish and 8 Rooks attacked 6 Knits, while ignoring each other. Then, when the Bish had 25% of Knit bases, they attacked the Rooks who ignored them to fight the Knits who made no effort to recapture their bases from the Bish.
Not exactly what I was hoping for, but at least it was something new. :D
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Well, it went live today and lasted about an hour.
First 23 Bish and 8 Rooks attacked 6 Knits, while ignoring each other. Then, when the Bish had 25% of Knit bases, they attacked the Rooks who ignored them to fight the Knits who made no effort to recapture their bases from the Bish.
Not exactly what I was hoping for, but at least it was something new. :D
People beg for change.... what they complain about is usually what they do. When you give them something, they just destroy it or ignore it. Then complain.
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It looks great. I like realistic terrains.
But are you saying it was live in the Melee arena today?
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It looks great. I like realistic terrains.
But are you saying it was live in the Melee arena today?
Thats what he's saying and then the Bish horded it :devil
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Thats what he's saying and then the Bish horded it :devil
That is the magical power of a 3-sided arena.
Magically self-balancing and generating infinite levels of gameplay variety.
A two sided arena would get unbalanced.
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:aok :cheers:
That is the magical power of a 3-sided arena.
Magically self-balancing and generating infinite levels of gameplay variety.
A two sided arena would get unbalanced.
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Well, it went live today and lasted about an hour.
First 23 Bish and 8 Rooks attacked 6 Knits, while ignoring each other. Then, when the Bish had 25% of Knit bases, they attacked the Rooks who ignored them to fight the Knits who made no effort to recapture their bases from the Bish.
Not exactly what I was hoping for, but at least it was something new. :D
This is more about how the game is played, not your nice looking map. You can try all you want to funnel fights on fronts, but if the game mechanics dont change, the behavior of the players wont. I wont beat that drum any further. Nice map! Thanks for doing it for us.
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Love the map, hate the spawn layout. To easy to get down to only 1 base accessible for a breakout. :rolleyes:
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To easy to get down to only 1 base accessible for a breakout.
Yes, I noticed that.
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So when will it come back up in the rotation?
Thanks for creating it popeye!
< S>
Eagler