Forged Alliance Forever Forged Alliance Forever Forums 2019-11-04T15:16:32+02:00 /feed.php?f=53&t=18244 2019-11-04T15:16:32+02:00 2019-11-04T15:16:32+02:00 /viewtopic.php?t=18244&p=179420#p179420 <![CDATA[Re: Anyone interested in continuing this map ?]]>
MrTBSC wrote:
GamerDreams2019ns wrote:
MrTBSC wrote:uuuuuhhhhhhhhm ...... something tells me you went way overboard with this ....



Eh....what do you mean ?
Do you mean the land has to be more flat so editor will run faster ?


too many thin ways that would make pathing with armys a nightmare .. basically at worst you force units to come in one by one than in a wall formation ..
and as @lionhard said there are way too many routes one can attack from which may make defending very difficult despite the afforementioned..

like even for a starcraftstyle map this is way too complicated .. there are from what i see next to no areas that would allow for fluid army movemeant .. basebuilding would be primarily focused on the starting positions ... too little space for forwardbases and/or firebases .. too much terrain that might become problematic with tac missiles and straight projectiles ...

serious question: have you tested the map? .... like how the combatflow works out, what other options players have within the centermap that are a bit out of the box strategies ....

you also have to consider this being a 20X20 map meaning traveltime of armies will take a while .. especialy with the curved pathways you put in ... compare your map to other 20x20 maps ... even a map like stripmine of the vanilamaps ain´t this complex ..


It is the balance of terrain design I needed to learn to make a good map.

I will try to do a better map like what you said above. But I have completed another map few days ago, which the heightmap is quite hilly (again ! - sorry it is not that I don't listen but I just got carried away while designing it. As I hate flat terrain which is very boring).

Next map I try to do a balanced map terrain - more flat and more open forward base. Thanks for the tips.

Statistics: Posted by GamerDreams2019ns — 04 Nov 2019, 15:16


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2019-10-16T15:16:25+02:00 2019-10-16T15:16:25+02:00 /viewtopic.php?t=18244&p=178997#p178997 <![CDATA[Re: Anyone interested in continuing this map ?]]>
GamerDreams2019ns wrote:
MrTBSC wrote:uuuuuhhhhhhhhm ...... something tells me you went way overboard with this ....



Eh....what do you mean ?
Do you mean the land has to be more flat so editor will run faster ?


too many thin ways that would make pathing with armys a nightmare .. basically at worst you force units to come in one by one than in a wall formation ..
and as @lionhard said there are way too many routes one can attack from which may make defending very difficult despite the afforementioned..

like even for a starcraftstyle map this is way too complicated .. there are from what i see next to no areas that would allow for fluid army movemeant .. basebuilding would be primarily focused on the starting positions ... too little space for forwardbases and/or firebases .. too much terrain that might become problematic with tac missiles and straight projectiles ...

serious question: have you tested the map? .... like how the combatflow works out, what other options players have within the centermap that are a bit out of the box strategies ....

you also have to consider this being a 20X20 map meaning traveltime of armies will take a while .. especialy with the curved pathways you put in ... compare your map to other 20x20 maps ... even a map like stripmine of the vanilamaps ain´t this complex ..

Statistics: Posted by MrTBSC — 16 Oct 2019, 15:16


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2019-10-16T14:53:10+02:00 2019-10-16T14:53:10+02:00 /viewtopic.php?t=18244&p=178995#p178995 <![CDATA[Re: Anyone interested in continuing this map ?]]>
Lionhardt wrote:
GamerDreams2019ns wrote:
MrTBSC wrote:uuuuuhhhhhhhhm ...... something tells me you went way overboard with this ....



Eh....what do you mean ?
Do you mean the land has to be more flat so editor will run faster ?


I think he means the heightmap is too complicated. In which case I agree. Good gameplay result from the correct ratio of predictability and alternatives. Your heightmap offers to many alternatives due to the many routes and reduces predictability too much.



I see your point now.
Thanks. I will keep that in mind. Still new to map creation. This is only my 3rd map.

Statistics: Posted by GamerDreams2019ns — 16 Oct 2019, 14:53


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2019-10-16T08:49:49+02:00 2019-10-16T08:49:49+02:00 /viewtopic.php?t=18244&p=178992#p178992 <![CDATA[Re: Anyone interested in continuing this map ?]]>
GamerDreams2019ns wrote:
MrTBSC wrote:uuuuuhhhhhhhhm ...... something tells me you went way overboard with this ....



Eh....what do you mean ?
Do you mean the land has to be more flat so editor will run faster ?


I think he means the heightmap is too complicated. In which case I agree. Good gameplay result from the correct ratio of predictability and alternatives. Your heightmap offers to many alternatives due to the many routes and reduces predictability too much.

Statistics: Posted by Lionhardt — 16 Oct 2019, 08:49


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2019-10-12T18:07:46+02:00 2019-10-12T18:07:46+02:00 /viewtopic.php?t=18244&p=178890#p178890 <![CDATA[Re: Anyone interested in continuing this map ?]]>
MrTBSC wrote:
uuuuuhhhhhhhhm ...... something tells me you went way overboard with this ....



Eh....what do you mean ?
Do you mean the land has to be more flat so editor will run faster ?

Statistics: Posted by GamerDreams2019ns — 12 Oct 2019, 18:07


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2019-10-09T21:14:09+02:00 2019-10-09T21:14:09+02:00 /viewtopic.php?t=18244&p=178825#p178825 <![CDATA[Re: Anyone interested in continuing this map ?]]> Statistics: Posted by MrTBSC — 09 Oct 2019, 21:14


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2019-10-07T16:05:57+02:00 2019-10-07T16:05:57+02:00 /viewtopic.php?t=18244&p=178775#p178775 <![CDATA[Anyone interested in continuing this map ?]]>
I have only done the Heightmap and about to do the Texture editing but my PC is too slow.

The map is in the zip file together with some brushes for the map.

Statistics: Posted by GamerDreams2019ns — 07 Oct 2019, 16:05


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