Pamnal

Interesting mapping tools and mapping help.

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Re: Pamnal

Postby Egon » 22 Oct 2015, 18:11

What would a nice Incentive for taking center everyone?
atm i got 2 T2 Powerplants for capture or reclaim.
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Re: Pamnal

Postby Lionhardt » 22 Oct 2015, 20:20

Egon wrote:
Lionhardt wrote:You got way too many AI markers. and I strongly assume your cliffs are so high that hey screw with planes a lot.

hi there, i already lowered the high of the hills alot in earier versions, at least with my patrol route i had no problem with this.
Did u test it and had problems and if what where they? (Highmap ranges from 76 base to 127 max)
Also can u elaborate on the markers thing, which marker and what can happen if i use too many?
I played the map already several times with my friends and we had a great time with the (non-sorian) adaptiv ai using many of the markers.



The Air markers. Why so many? For details I think AwarE can tell you more.

And I have not tested it. Just looked too high to me (that cliffs that is)
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Re: Pamnal

Postby quark036 » 22 Oct 2015, 20:32

Egon wrote:What would a nice Incentive for taking center everyone?
atm i got 2 T2 Powerplants for capture or reclaim.


Group of four mexes to be contested
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Re: Pamnal

Postby Egon » 22 Oct 2015, 22:33

Lionhardt wrote:
Egon wrote:
Lionhardt wrote:You got way too many AI markers. and I strongly assume your cliffs are so high that hey screw with planes a lot.

hi there, i already lowered the high of the hills alot in earier versions, at least with my patrol route i had no problem with this.
Did u test it and had problems and if what where they? (Highmap ranges from 76 base to 127 max)
Also can u elaborate on the markers thing, which marker and what can happen if i use too many?
I played the map already several times with my friends and we had a great time with the (non-sorian) adaptiv ai using many of the markers.



The Air markers. Why so many? For details I think AwarE can tell you more.

And I have not tested it. Just looked too high to me (that cliffs that is)


ok, will keep an eye on the air situation.
about the Markers, the most up to date info i found on them back in 2014 when creating my last map, was a very good tutorial from blaxxun75
https://www.youtube.com/watch?v=pmmnR5CF3vk
he seemed to be very competent about the whole highmap editing and using highend tools thing.
also it appeared to me that he has combined all the Vanilla Marker Editing Knowledge there was cause he showed all of them with explaination.
He is using way more than me, i try hard to keep it clean and simple where i can as there is always overcomplexity with my maps in the end.
howewer I will check out one of AwarE's last maps and try to contact him too.

edit: made some test with air. Looks ok if u ask me, they fly pretty high over the mountain. However i dont have that much playtime in the last year and cant tell for sure.
Can it be that the more Air Marker i use the better for them to predict hight of Terrain infront of them?
Attachments
v14air1.jpg
v14air1.jpg (885.84 KiB) Viewed 2421 times
v14air2a.jpg
v14air2a.jpg (957.43 KiB) Viewed 2421 times
v14air2b.jpg
v14air2b.jpg (825.92 KiB) Viewed 2421 times
Last edited by Egon on 24 Oct 2015, 21:06, edited 2 times in total.
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Re: Pamnal

Postby Egon » 22 Oct 2015, 22:36

quark036 wrote:
Egon wrote:What would a nice Incentive for taking center everyone?
atm i got 2 T2 Powerplants for capture or reclaim.


Group of four mexes to be contested


oke, will add some more.Is there a Rule of Thumb for mexes per player on 20x20 and 10x10 maps?
Last edited by Egon on 24 Oct 2015, 21:01, edited 2 times in total.
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Re: Pamnal

Postby Egon » 23 Oct 2015, 06:06

v0014
Beta 2 Milestone "Sky is the Limit" by far biggest update yet
Map around 40% done
added another river, 1 for bombarding center and 1 for better entrance deff
much finetuning and testing
reworked 1st FOB and increased buildarea
worked on startbase backentrance
much work mid playerbase (66% done) and moved it closer to center
worked on startbases and fixed small path around it
added more ai combat marker and some fixing
created small rallypoint for uneven players in the hills
updated Role for Bottomleft/Topright
added 1 more mex in center Town thx to quark036
changed sand texture
further tuning Highmap for 8P Version(seems increasingly more usefull) + North vs South play (75% done)
symetry fixing
shut off ambient light 0.2 but increasd bloom 0.08 - 0.1
Attachments
v14turret.jpg
New River and Rallypoint
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v14proxybases.jpg
Center Player Deff and FO-Base
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Re: Pamnal

Postby Apofenas » 23 Oct 2015, 11:13

Oh, you updated Pamnal mini and my map vault is fixed now. Ty!
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Pamnal

Postby Egon » 23 Oct 2015, 11:22

in all honesty i would like to have that much Power but i can hardly believe it. I mean the Implications...
will check the .lua' for anything tho
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Re: Pamnal

Postby Lionhardt » 23 Oct 2015, 13:07

looking good
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
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[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns

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Re: Pamnal

Postby Egon » 24 Oct 2015, 21:14

Lionhardt wrote:looking good


thanks alot. made some tests with Air and attached screens, i could imagine more marker help airunits get fine grained information on Elevation ahead and so prevent colliding with the Hill. maybe those 2 things are connected in the end?
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