Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: NoBaddy on February 08, 2003, 03:30:45 PM

Title: Thoughts on Trinity....
Post by: NoBaddy on February 08, 2003, 03:30:45 PM
First, I would like to thank everyone that contributed to making Trinity happen.

Hitech for his time and patience when attempting to explain the workings of the editor and the great mysteries of trigonometry.

AKWabbit for his bmp to data converter. It allowed me to ‘paint’ my terrain instead of trying to calculated it. (of course this meant that HT’s time on Trig was wasted….but what the hell :D ) Additionally, all of the crap that Wabbit and his mates have endured with the release of the Desert allowed me to side step a lot of the problems with the Desert.

SuperFly (HTC) for the time he put in laying in the fields, strat objects and spawn points. I would still be working on it if not for him :) .

NateDog (HTC) for his great terrain tiles.  (Nate…move the fargin gas gauge on the Fw’s :D )

DmdCoach, Silat and Boozer for taking the time to look at what I was doing and giving me valuable input.

DmdHorn for checking the spawns.

Kanttori (and any of the other CT terrain crew that helped with Finn/Russ) for the Euro camo for the German gvs. (adds a whole new level to gv fighting :) )

Finally, the rest of my Damned squaddies for their support.

Ok, this started with my desire to do something more than just play the game. The explosion in the player base had really taken off and resets were happening faster than you could get a BigMac at a McDonald’s drive thru.

The high mountains stem from two ideas. First, I wanted to create an area where gv’s could have battles and be relatively free of vulchers in planes. Second, I wanted to try my hand at influencing the conquest part of the game and slowing down the BigMac resets. The mountains surrounding Crater City seem to be fairly effective at keeping planes out and letting the grognards have fun. I’m not yet sure about the mountains dividing the zones. The ones on the country borders are high and only have 2 passes through. This is makes capturing the first enemy field a little tough. The mountains dividing the country zones are broken, with lots of passes in between. The objective is to make the first few field captures relatively hard. Once you have a couple of fields, it should be fairly easy to roll up the rest in the zone. The field alts in each zone are very close to the same. If you look at the field alts in the back zone for each country, you will find that, on average, they are higher than the forward zones. Once again, this is to make it hard to get started, but, relatively easy to roll once you do.

There are 3 seas in Trinity. Each country has ports/fleets. On each sea, one country will have 2 ports/fleets and the other will have 1. The 2 fleets will each be standard carrier TG’s. The single fleet will have an additional cruiser. I call this ‘asymmetrical balance’. Each country starts with an advantage in one area and a disadvantage in another. I am hoping that this will make for some interesting fleet ops.

There are tons of gv/pt spawns in Trinity. I love the ‘wild card’ affect this can have on the game. I also tried to put in lots of ‘counter spawns’. This is where, instead of spawning at a field, you can spawn from a different field and attempt to interdict an enemy spawn point. This is something I have a blast doing in the AK Desert. I am hoping that it works well in Trinity.

Now, none of this stuff is etched in stone (it just seems that way :D ). If you have suggestions, I would like to hear them. If you have complaints, offer a solution and I will gladly consider them. Hopefully, at some point in the not too distant future, postive changes can be make. My objective was to create a terrain for the MA that would offer plenty of options for everyone and have some staying power.

When the bug update comes, there should be a new clipboard map. It should make terrain details (ie.. the mountains) stand out better and reduce some of the problems people are having with them.
Title: Thoughts on Trinity....
Post by: T0J0 on February 08, 2003, 05:16:26 PM
Cool.. we were wondering about the terrain view in clipboard last night.. Very positive move forward IMO... Great job all of you involved... We have been having a Hoot in the center city GV battles.... The terrain is easier for me then the AKsheppards pie map... And has given me a reason to log in everynight again...
 Thanks!!
T0J0
Title: Thoughts on Trinity....
Post by: Paxil on February 08, 2003, 05:26:50 PM
NB... thanks to you and & your crew for all the work you put into this map.
Title: Thoughts on Trinity....
Post by: Steve on February 08, 2003, 05:58:12 PM
I have a suggestion:  Can you make bish dar work?  Strat will say HQ 100%...etc.... no dar. In fact, the 3 times I've logged onto this map.. for a total of a lil over 3 hours... bish have never had dar...I'd sure like dar please.  :)
Title: Thoughts on Trinity....
Post by: ALF on February 08, 2003, 06:08:28 PM
Quote
Originally posted by T0J0
Cool.. we were wondering about the terrain view in clipboard last night.. Very positive move forward IMO...


Yea sure its pretty....but people at higher resolutions cant READ THE THING.  I really like some of the ideas on the map...and heck, even if its not my favorite, variety is good.  The clipboard map however has some severe, enjoyment killing problems.

 [list=1]
  • It gives no indication of elivation


making bomber missions near impossible and normal fighter ops a guessing game as a 20k+ hill appears when you dont expect one.


  • Is impossible to read at 1600x1200


the limited font size HT restricts the clipboard too has always been "ok" for higher resolutions, but on the bright speckled clipboard map, its impossible to see much of the field and alt info without zooming all the way in and pressing your nose to the monitor (no Im not kidding)

[/list=1]


I think the map has great potential, but the clipboad view is driving me INSANE.
Title: Thoughts on Trinity....
Post by: Steve on February 08, 2003, 06:20:45 PM
Being able to stay logged on would be nice too.  Booted within 15 seconds 7 times in a row just now... all other web sites including HTC work norammly... just can't stay in game...that sure would be nice.
Title: Thoughts on Trinity....
Post by: Quick on February 08, 2003, 06:25:38 PM
Bummer about the connections, but please, let's stay focused on the topic. (-;


Totally rocks, NB. to all involved!
Title: Thoughts on Trinity....
Post by: wetrat on February 08, 2003, 08:49:54 PM
I've found quite a few good fights... I particularly like fighting at A1... The poor bastids have no way out :)
Title: Thoughts on Trinity....
Post by: NoBaddy on February 08, 2003, 09:21:12 PM
Quote
Originally posted by ALF
Yea sure its pretty....but people at higher resolutions cant READ THE THING.  I really like some of the ideas on the map...and heck, even if its not my favorite, variety is good.  The clipboard map however has some severe, enjoyment killing problems.

 [list=1]
  • It gives no indication of elivation


making bomber missions near impossible and normal fighter ops a guessing game as a 20k+ hill appears when you dont expect one.


  • Is impossible to read at 1600x1200


the limited font size HT restricts the clipboard too has always been "ok" for higher resolutions, but on the bright speckled clipboard map, its impossible to see much of the field and alt info without zooming all the way in and pressing your nose to the monitor (no Im not kidding)

[/list=1]


I think the map has great potential, but the clipboad view is driving me INSANE.


Quote
Originally posted by NB
When the bug update comes, there should be a new clipboard map. It should make terrain details (ie.. the mountains) stand out better and reduce some of the problems people are having with them.


Ok, here is the problem with the clipboard map. When John shot the picture, he forgot to move the sun. Therefore, you get no shadows. I have sent in another version of the map. The shadows make most of the major terrain details visible and I also 'softened' the picture, this will take care of the pixelation (I hope). I would also recommend that you dink with the icon colors some. You might find that changing them will help a lot with visiblity. Frankly, red just does not work for me on green.

Quote
Originally posted by Steve
I have a suggestion: Can you make bish dar work? Strat will say HQ 100%...etc.... no dar. In fact, the 3 times I've logged onto this map.. for a total of a lil over 3 hours... bish have never had dar...I'd sure like dar please.


Steve...sorry bud, not my department. If the radar is consistantly hosed, it is something HTC will have to fix. (no, I didn't try to stick it to the Bish...but, who knows next time :D)
Title: Thoughts on Trinity....
Post by: ALF on February 08, 2003, 10:39:19 PM
Quote
Ok, here is the problem with the clipboard map. When John shot the picture, he forgot to move the sun. Therefore, you get no shadows. I have sent in another version of the map. The shadows make most of the major terrain details visible and I also 'softened' the picture, this will take care of the pixelation (I hope). I would also recommend that you dink with the icon colors some. You might find that changing them will help a lot with visiblity. Frankly, red just does not work for me on green.


And they say christmas only comes once a year :)
Title: Thoughts on Trinity....
Post by: kanttori on February 09, 2003, 02:09:30 AM
This "Fairy tales" looking Trinity brought me back to Main Arena: Thank You, Sir!:D

Ps. NB, read carefully the e-mail I send to you...;)
Title: Thoughts on Trinity....
Post by: Octavius on February 09, 2003, 03:13:38 AM
Quote
Originally posted by NoBaddy
Ok, here is the problem with the clipboard map. When John shot the picture, he forgot to move the sun. Therefore, you get no shadows. I have sent in another version of the map. The shadows make most of the major terrain details visible and I also 'softened' the picture, this will take care of the pixelation (I hope). I would also recommend that you dink with the icon colors some. You might find that changing them will help a lot with visiblity. Frankly, red just does not work for me on green.
 


Sweet!  

After dweebing around for a few hours tonight I realized I love this map even more every time I log on.  Due to its size, there are still plenty of hours to go before discovering the entire map (without going offline).  Excellent work again !!
Title: Thoughts on Trinity....
Post by: fffreeze220 on February 09, 2003, 04:44:04 AM
Isnt it possible to let DUX make the Clipbopard map ?
I mean his CT's CLipboard's are awesome beautifull.

If he would do it, would there be a chance of implementing it ? HT ?
Title: Thoughts on Trinity....
Post by: spiegel on February 09, 2003, 05:03:13 AM
TRINITY MAP SUCKS JUST LIKE REST OF ACES HIGH!
Title: Thoughts on Trinity....
Post by: BNM on February 09, 2003, 10:13:01 AM
Appreciate your's and others efforts.
Title: Thoughts on Trinity....
Post by: krazyhorse on February 09, 2003, 12:47:09 PM
i like it  great graphics and all, i would like to see it segmented like the pizza map though , due to the shear size of it .  this is not a squeak or whine  , matter of fact the terrain reminds me of home:)
Title: Thoughts on Trinity....
Post by: NoBaddy on February 09, 2003, 02:32:42 PM
Quote
Originally posted by spiegel
TRINITY MAP SUCKS JUST LIKE REST OF ACES HIGH!


Thanks for your input. Have you ever considered a personality transplant? :D
Title: Thoughts on Trinity....
Post by: krazyhorse on February 09, 2003, 04:24:39 PM
ah shucks nobaddy,, speigel just upset that his surgical procedure didnt quite work rite, his addadicktome failed, so instead the had to bash the stump and split the tree
Title: Thoughts on Trinity....
Post by: Gryffin on February 09, 2003, 05:22:54 PM
I love the new map, it is fantastic. The textures are awesome, I love the high mountains and narrow valleys. I also like the idea of the gv only area in the middle.

Possibly the only suggestion I could make it to have a few more areas where the fields are closer together. Definately not all the fields, but as you said, the goal was to create a map that could cater to all types of action, and I think that compared to some of the other maps in the cycle there is a noticable lack of areas where the fields are closer together (say 1/2 - 3/4 of a square).
Title: Thoughts on Trinity....
Post by: lazs2 on February 09, 2003, 06:17:23 PM
In what possible way is this map catering to early war and slower planes?   The fields are much farther apart.
lazs
Title: Thoughts on Trinity....
Post by: Gryffin on February 09, 2003, 06:25:13 PM
Quote
Originally posted by lazs2
In what possible way is this map catering to early war and slower planes?   The fields are much farther apart.
lazs


Was this meant for me lazs? This is pretty much what I am saying, there should be more areas where the fields are closer.
Title: Thoughts on Trinity....
Post by: NoBaddy on February 09, 2003, 11:34:16 PM
Ok..let us see if I can get this file attached.... If it works..it will show the map that I'm sending to HT in the morning. Much more terrain detail shows.
Title: Thoughts on Trinity....
Post by: Silat on February 09, 2003, 11:42:43 PM
quote:
--------------------------------------------------------------------------------
Originally posted by spiegel
TRINITY MAP SUCKS JUST LIKE REST OF ACES HIGH!
--------------------------------------------------------------------------------



Thanks for your input. Have you ever considered a personality transplant?


__________________
NB


NB as you know teenagers can't be helped :p
Title: Thoughts on Trinity....
Post by: Lghtning on February 10, 2003, 12:33:06 AM
I hate old men... :rolleyes:
Title: Thoughts on Trinity....
Post by: kanttori on February 10, 2003, 06:43:04 AM
Hello NoBaddy again!

I send to you e-mail through HTC, but it came back to me like a bumerang, maybe wrong adress? Can you please send it to me via HTC or to address below!

It is good that your great Trinity terrain wakes up so many discussions, because it helps you make it even more better in the next updates!;)

As I had wrote in the other thread: the only weak point in Trinity is the CB map, it's not readable. Can you please check this discussion in the Terrain editor BB's:

http://www.hitechcreations.com/forums/showthread.php?s=&threadid=66264

I have created there couple of example pictures from Dux's Fin-Rus CB map and Trinity's CB map. We use in Finland term: "constructive criticism" and it is just like it: I want that Trinity is becoming perfect MA terrain in the near future! It is very near of it now.;)

I have couple of more ideas to you, so please, contact me with e-mail:

ismo@kesalesket.net

Ps. I have flown in Trinity's world since last friday about 24 hours, maybe it tells something for the map... :D
Title: Thoughts on Trinity....
Post by: lazs2 on February 10, 2003, 08:11:12 AM
gryf.. no.. my comment was not to you but to the guys who claim that this late war and GV centric map has "something for everyone".
lazs
Title: Thoughts on Trinity....
Post by: Hornet on February 10, 2003, 09:05:29 AM
hmm dunno lazs, i've spent all my time this camp in a spit5/9 or an f6...hardly the speed demons of the AH planeset, but haven't had problems finding fights or scoring kills. I certainly don't feel "discriminated against" and I only fighters. It's big like pizza, but its not a milkrunners paradise like pizza is.

I've been in several CV to CV battles that was pure furball...and these lasted far longer than the same fights on any other map because the lakes on trinity get less attention from the pork and auger guys for some reason, fine with me.
Title: Thoughts on Trinity....
Post by: lazs2 on February 10, 2003, 02:06:36 PM
hornet.. i would agree that the cv fights last longer and are very fun... I am not sure why.. maybe the extra ship?   whatever.. the cv fights are good but... they could be good on any map.

As for the rest... Nope... gotta dissagree  maybe you can find good furballs at the fields but me and my squaddies are kinda having a rough time... at least as bad as the pizza in that regard.  In fact... I see even more late war planes in this terrain than pizza.   The spits and early war planes I see in this map at feilds get slaughtered while the late war planes B&Z or simply run.
lazs
Title: Thoughts on Trinity....
Post by: krazyhorse on February 10, 2003, 02:37:57 PM
well i guess what i think is  that each arena should have  a plane set corrisponding with different years of WWII  say 39 thru 41  42- 43 43- 44  then 39 - 45 my 2 cents
Title: vh spawn from 136? - 135
Post by: Frstrm on February 10, 2003, 02:40:45 PM
FYI,

vh spawn point is on a extreme steep incline.

vehicles spawn facing north/south with incline east/west.

you move slightly and immediately roll the vehicle.

If you do make it, (nudge it until able to rear up the incline) it is almost a 90 drop just before the vh.

i.e. it is imposible to reach 135 from 136? even thou there is a vh spawn point there.
Title: Re: vh spawn from 136? - 135
Post by: NoBaddy on February 10, 2003, 03:16:32 PM
Quote
Originally posted by Frstrm
FYI,

vh spawn point is on a extreme steep incline.

vehicles spawn facing north/south with incline east/west.

you move slightly and immediately roll the vehicle.

If you do make it, (nudge it until able to rear up the incline) it is almost a 90 drop just before the vh.

i.e. it is imposible to reach 135 from 136? even thou there is a vh spawn point there.


You need to post this in the Bug Forum. They are in the process of correcting my errors as we speak.