Lionhardt's WIP Mapping Thread

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Re: WIP thread

Postby Lionhardt » 11 Mar 2014, 00:07

AI markers are done. I tried to set the markers according to the feedback from AwarE on the markers on Regor VI Highlands. I am not sure if the land path mesh might be too compliacted though...
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Re: WIP thread

Postby Lionhardt » 11 Mar 2014, 09:45

7 strata in use now, thanks to Krapougnak, who told me that you can use all strata with a certain terrain selection.

also added normal reclaim (trees and rocks), but you can't see that here.
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Re: WIP thread

Postby Plasma_Wolf » 11 Mar 2014, 11:34

Damn, I didn't notice this until now but your map is more like a 2v2v2 than a free for all. It's not symmetric for 6 teams, but it is for 3.
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Re: WIP thread

Postby Lionhardt » 11 Mar 2014, 11:44

Right. Though, I tried to make it so that it is not noticeably imbalanced for FFA. Apart from that all FFA is just for fun anyway. The central area is almost only visually imbalanced for FFA, as the terrain features have pretty much the same effect on gameplay, although they look quite different. The outlying area is 3-way symmetrical also from a gameplay point of view. But the different terrain features have different advantages and disadvantages. The one type of mex cluster can only be reached via transport or by a distance build from the edge of the pit. This makes it harder to access but also easier to hold on to. Additionally the distance of the different terrain features from the starting points make for a more or less insignificant difference in time needed to get there relative to the time that has elapsed overall, as they are quite a stretch away from the starting points.
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Re: WIP thread

Postby Lionhardt » 21 May 2014, 13:36

The map has not progressed since the last update I made. Though IceDreamer and a few other people were as kind as to attempt an early playtest. IceDreamer reported that the map was just all white for him. Like a plain white plane. After having talked to some other people it seems this bug results from the use for more than 4 strata. Though, I did not manage to figure out yet, what other component is needed on the user side of things to causes this bug, as it only happens for some people.

Does anybody know anything about this and how to maybe fix it?
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Re: WIP thread

Postby IceDreamer » 22 May 2014, 11:23

I don't know the answer, but I can tell you that both my younger brothers and some of my friends were able to run the map properly. Probably nothing, but every one of them has FA only, whereas I also have Vanilla installed...
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Re: WIP thread

Postby Lionhardt » 22 May 2014, 16:24

Thanks. But that cannot be it, as you already assumed. I of course have installed vanilla too... otherwise I could not run the map editor in the first place :D

I was wondering if it might have to do with the bit-Version of the OS
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Re: WIP thread

Postby IceDreamer » 22 May 2014, 16:52

Well all of ours are 64bit, so I don't think so.
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Re: WIP thread

Postby Lionhardt » 24 Aug 2014, 01:59

Here is an update on Open Conflict. i kind of scrapped the original concept and went for a new one. I stopped working on Daring Pursuit fore reasons explained in one of the above posts. I still have not given up on the center spawn thing though. Therefore most likely I will put the spawns on the central island. In any case I will not put the spawns on the 8 large islands beaus that would be boring and turtley.

The map is 40*40 km.

The center islands outline is not done yet.
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- Hexagonian Drylands
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Re: WIP thread

Postby IceDreamer » 24 Aug 2014, 03:10

That's bloody gorgeous. Remind me to pay you $$$ to texture my map when I get the heightmap done.

You should put 4 spawns on the inner island and 4 spawns on the outer ring. Would make for multiple team setups, as you could have 2v2v2v2, inner vs outer, or a free-for-all, all with nice balance.
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