Author Topic: we need some different maps/terrains  (Read 1616 times)

Offline lunaticfringe

  • Nickel Member
  • ***
  • Posts: 544
we need some different maps/terrains
« on: March 02, 2020, 05:42:15 PM »
and i'm not talking about Bustr's maps they are new.

the regular maps we are using from AH2. are 4 years old from 2016 when AH3 started.
can HTC modify some of the other maps from AH2, and exchange some of them for some we have now-please.

and don't tell me to make my own maps. i don't know the 1st thing about it, nor would my computer be able to handle the programs to do it.
just asking. thank you. the Fjord is now my favorite terrain/map.
To Be Prepared for War Is The Most Effectual Means Of Preserving Peace (George Washington)

Offline AAIK

  • Nickel Member
  • ***
  • Posts: 656
Re: we need some different maps/terrains
« Reply #1 on: March 02, 2020, 06:10:50 PM »
Agreed.

What we need are maps where airfields are as close together as possible with no altitude difference between them as well as vehicle bases as close as possible to each other in between the airfields.

Offline The Fugitive

  • Plutonium Member
  • *******
  • Posts: 17934
      • Fugi's Aces Help
Re: we need some different maps/terrains
« Reply #2 on: March 02, 2020, 09:13:05 PM »
and i'm not talking about Bustr's maps they are new.

the regular maps we are using from AH2. are 4 years old from 2016 when AH3 started.
can HTC modify some of the other maps from AH2, and exchange some of them for some we have now-please.

and don't tell me to make my own maps. i don't know the 1st thing about it, nor would my computer be able to handle the programs to do it.
just asking. thank you. the Fjord is now my favorite terrain/map.

If your computer runs the game you should be able to build a map. My guess is you dont want to bother learning.

Agreed.

What we need are maps where airfields are as close together as possible with no altitude difference between them as well as vehicle bases as close as possible to each other in between the airfields.

I think they ARE as close together as possible. If they were closer it would be much like a vulch feast. What I think is needed is the maps to be built with replaceable tiles. Base tiles, maybe a number of "blank" tiles around base spots and such. This way as a map is fresh spawned and a "random" generator  moves bases to "blank" spots, maybe rotates fields, maybe switches fields (one run a V base next rune a small field, next run a large field). This way the map are still the basic builds, but with the "switches" the random generator throws in each map will be a bit different calling for scouts and different way to approach the game.

Offline Ciaphas

  • Silver Member
  • ****
  • Posts: 1955
      • DethKlokDave
Re: we need some different maps/terrains
« Reply #3 on: March 02, 2020, 10:36:42 PM »
If your computer runs the game you should be able to build a map. My guess is you dont want to bother learning.

I think they ARE as close together as possible. If they were closer it would be much like a vulch feast. What I think is needed is the maps to be built with replaceable tiles. Base tiles, maybe a number of "blank" tiles around base spots and such. This way as a map is fresh spawned and a "random" generator  moves bases to "blank" spots, maybe rotates fields, maybe switches fields (one run a V base next rune a small field, next run a large field). This way the map are still the basic builds, but with the "switches" the random generator throws in each map will be a bit different calling for scouts and different way to approach the game.

+1


Sent from my iPhone using Tapatalk
10.(Jabo)/JG 26 Nuisance Raids Scenario


Online DmonSlyr

  • Platinum Member
  • ******
  • Posts: 6669
Re: we need some different maps/terrains
« Reply #4 on: March 03, 2020, 10:12:07 AM »
I'd prefer new maps to be made over old AH2 maps.

The news ones coming out seem to be better.

15 mile bases with tank bases around them work well. We need maps that have paths to action so that players arent scattered out all over the place.

Bases that are too far really kill the fight, especially in off hours the #s decline. The #s decline a lot faster when the map doesnt create choke points or bottlenecks for battles.
The Damned(est. 1988)
-=Army of Muppets=-
2014 & 2018 KoTH ToC Champion

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10899
Re: we need some different maps/terrains
« Reply #5 on: March 03, 2020, 12:49:26 PM »
Most, if not all the unmigrated AH2 'maps' are the large 512 'maps'.
Easy in-game again.
Since Tour 19 - 2001

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10899
Re: we need some different maps/terrains
« Reply #6 on: March 03, 2020, 12:51:40 PM »
15 mile bases with tank bases around them work well. We need maps that have paths to action so that players arent scattered out all over the place.

Which terrains have bases at 15 miles? Are you talking about the MA?
Easy in-game again.
Since Tour 19 - 2001

Online DmonSlyr

  • Platinum Member
  • ******
  • Posts: 6669
Re: we need some different maps/terrains
« Reply #7 on: March 04, 2020, 04:57:25 PM »
Which terrains have bases at 15 miles? Are you talking about the MA?

Most maps dont have set distances for all bases. I think there are a few maps that have 15 mile bases in there somewhere. But I think the emphasis should be to make base distances 15-17 miles. Most of the new smaller maps have created decent action because of the shorter base distances.
The Damned(est. 1988)
-=Army of Muppets=-
2014 & 2018 KoTH ToC Champion

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: we need some different maps/terrains
« Reply #8 on: March 13, 2020, 02:40:17 PM »
My terrains have as many fields at 18-19 miles apart as possible dictated by logical placement constraints. I tested 13miles in the center of Oceania because NDisles has that setup in it's center island. I will conjecture that one terrain 10x10 with 20 airfields in each country set at 15miles as the distance standard might be accepted. You really don't need many vehicle bases if you emulate my spawn setup from FjordMA since that proved my suspicion the GVer's wanted quick action versus a few ground aces dominating all locations by being bush ambush masters. That was why I used a tree tile on FjordMA that had 80% fewer trees and bushes. You can do that by hand with other tiles like I did on my other terrains.

Given 20 airfields per country at 15miles on a 10x10, you will have an enormous empty backfield in each country to salt the strats and HQ around. So to, you will have an enormous artistic design quandary for filling that space. With FjordMA I also wanted to experiment with a none symmetric land mass to understand the problems with field placements. Any problems simply came down to my artistic ability to modify the 3mile radius of terrain around where I mapped a field based on 18miles as my separation minimum. Where was I going with this? Use Artik's terrain generation program to give you a quick land mass on a 10x10. Then map 20 fields at 15miles separation to three logical countries and artistically work your kester off to blend everything in. 

The guys who make terrains for special events and SFO can help you. The real work will still be mapping in all the fields and the artistry of painting trees and stone onto the derned thing. Use my GV spawn design from FjordMA and the GVer's will love you. In the 3 mile radius around each field hand reduce the trees and bushes by 80% with grass so the GVers can have fun combat instead of being dominated by a small number of bush ninjas.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline ONTOS

  • Silver Member
  • ****
  • Posts: 1140
Re: we need some different maps/terrains
« Reply #9 on: April 02, 2020, 01:33:33 PM »
The old Trinity map would be nice.

Offline whiteman

  • Platinum Member
  • ******
  • Posts: 4207
Re: we need some different maps/terrains
« Reply #10 on: April 08, 2020, 12:24:00 AM »
Use my GV spawn design from FjordMA and the GVer's will love you. In the 3 mile radius around each field hand reduce the trees and bushes by 80% with grass so the GVers can have fun combat instead of being dominated by a small number of bush ninjas.

Love that map, gets me in a gv.

Offline Puma44

  • Platinum Member
  • ******
  • Posts: 6762
Re: we need some different maps/terrains
« Reply #11 on: April 13, 2020, 01:02:01 PM »
“Bush ninjas”.  :rofl



All gave some, Some gave all

Offline perdue3

  • Aces High CM Staff
  • Platinum Member
  • ******
  • Posts: 4672
Re: we need some different maps/terrains
« Reply #12 on: April 13, 2020, 01:09:06 PM »
I'd be keen on NDIsles middle island being uncapturable. Same goes for any tank or fighter town on any map, they should be uncapturable.
C.O. Kommando Nowotny 

FlyKommando.com

 

Offline SlipKnt

  • Gold Member
  • *****
  • Posts: 2606
Re: we need some different maps/terrains
« Reply #13 on: April 21, 2020, 12:25:26 PM »
I'd be keen on NDIsles middle island being uncapturable.

+1 to this!  If anything, at least the 3 large airfields around the perimeter will keep a fight ongoing in the center. 
DCS:
SlipKnoT
vCSG-3, VMA-513 Flying Nightmares (AV8B)

Offline popeye

  • Gold Member
  • *****
  • Posts: 3658
KONG

Where is Major Kong?!?