WIP : Perdido Valley

Interesting mapping tools and mapping help.

Moderator: Morax

Re: WIP : Perdido Valley

Postby Plasma_Wolf » 14 Sep 2014, 22:29

I just had a go against 6 Adaptive AIs and the constant stream of bombers can make it an impossible task. I had to use a trick to get rid of that problem (and then it's very doable). Anyway, the pathfinding is decent. Good for air, but the AI really struggles with the small gaps, you can see loads of units clumped together at those narrow mountain paths.

It's a bit better in the lower parts of the map, but the choke points here are wide enough to let small armies pass.

Air units and air drops do a very good job though. Especially the drops.

One more issue: some mountain paths look like they're too steep (cliff texture) but units don't have that many problems moving over these ramps.
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1335
Joined: 20 Oct 2011, 11:28
Has liked: 23 times
Been liked: 91 times
FAF User Name: Plasma_Wolf

Re: WIP : Perdido Valley

Postby Krapougnak » 14 Sep 2014, 22:38

Thanks for the comments. :)

I tried to put as many land markers as I could to help the AI land units in the mountains :( . I also put some transport drops markers so that may be the reason for the efficiency of the drops. :)

Plasma_Wolf wrote:One more issue: some mountain paths look like they're too steep (cliff texture) but units don't have that many problems moving over these ramps.


What paths are you refering too ? If the strata texture is rock ( brown) normally they are not accessible.
User avatar
Krapougnak
Contributor
 
Posts: 340
Joined: 12 Jul 2012, 11:03
Has liked: 193 times
Been liked: 24 times
FAF User Name: Krapougnak

Re: WIP : Perdido Valley

Postby Lionhardt » 14 Sep 2014, 23:11

I think your marker mesh is way too complex. I have no clue of the inner workings of the markers myself, but some guy told me how to make better marker meshes. Unfortunately his post got deleted when I updated Regor VI according to his feedback, it was rather helpful. :|
Help me make better maps for all of us, visit my Mapping Thread.

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

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns

YouTube Channel
User avatar
Lionhardt
Contributor
 
Posts: 1070
Joined: 29 Jan 2013, 23:44
Has liked: 188 times
Been liked: 144 times
FAF User Name: Lionhardt

Re: WIP : Perdido Valley

Postby Krapougnak » 14 Sep 2014, 23:45

I think I know what you are refering too the guy was Aware (AI markers guru) and I kept his post saved on my pc for further reference, I used his advice for my map. ;)

Anyway I looked at Plasma replay and I don't see the clumps of units he refers to, actually in the replay the AI units use pretty easily the mountain paths exactly along the path markers I placed there.
User avatar
Krapougnak
Contributor
 
Posts: 340
Joined: 12 Jul 2012, 11:03
Has liked: 193 times
Been liked: 24 times
FAF User Name: Krapougnak

Re: WIP : Perdido Valley

Postby Plasma_Wolf » 15 Sep 2014, 14:48

I'll take a look again as soon as someone can fix the problem I'm having with the imported GAZ_UI options that continue to mess up my UI. I've put a thread in the tech forum, so if you know anything about those issues, please take a look.
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1335
Joined: 20 Oct 2011, 11:28
Has liked: 23 times
Been liked: 91 times
FAF User Name: Plasma_Wolf

Re: WIP : Perdido Valley

Postby Krapougnak » 12 Oct 2014, 10:12

Well the map has been out for more than 5 weeks now, any comment/advice on gameplay ?
User avatar
Krapougnak
Contributor
 
Posts: 340
Joined: 12 Jul 2012, 11:03
Has liked: 193 times
Been liked: 24 times
FAF User Name: Krapougnak

Re: WIP : Perdido Valley

Postby Plasma_Wolf » 12 Oct 2014, 18:47

Sorry, I didn't take a looks at it anymore. Other games and other non-game things kept me busy.
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1335
Joined: 20 Oct 2011, 11:28
Has liked: 23 times
Been liked: 91 times
FAF User Name: Plasma_Wolf

Re: WIP : Perdido Valley

Postby Krapougnak » 13 Oct 2014, 10:21

Hi,

Thanks for the answer and no worries you already contributed to this thread. :)

I'm still curious to have some feedback on gameplay on this map from people having played it (mex placement and number, reclaim volume, playability, terrain features, strategic interest, etc...).
User avatar
Krapougnak
Contributor
 
Posts: 340
Joined: 12 Jul 2012, 11:03
Has liked: 193 times
Been liked: 24 times
FAF User Name: Krapougnak

Re: WIP : Perdido Valley

Postby Plasma_Wolf » 13 Oct 2014, 22:24

I've just tried another game vs 6 AIs (this time I had the time to finish it). The larger armies tend to get stuck in the passages. I don't really know how you can fix this, because the only way to get rid of them getting stuck is by removing the marker lines in all the smaller passages, but then you'll probably have the problem that the armies are only moving from east to west in the horizontal middle and from north to south in the vertical middle. It's a problem inherent to intricate maps like this.

Other than that, I love it.

Oh, while I'm at it: it took me about an hour game time (played mostly at 0, for some minutes at -1)
Attachments
2693413-Plasma_Wolf.fafreplay
(87.92 KiB) Downloaded 87 times
User avatar
Plasma_Wolf
Supreme Commander
 
Posts: 1335
Joined: 20 Oct 2011, 11:28
Has liked: 23 times
Been liked: 91 times
FAF User Name: Plasma_Wolf

Re: WIP : Perdido Valley

Postby Krapougnak » 14 Oct 2014, 09:44

Thank you for the feedback, your time and the positive comments. :)

I'll be sure to watch the replay as soon as I get back home.

Out of curiosity what pc config do you have ?
User avatar
Krapougnak
Contributor
 
Posts: 340
Joined: 12 Jul 2012, 11:03
Has liked: 193 times
Been liked: 24 times
FAF User Name: Krapougnak

PreviousNext

Return to Mapping

Who is online

Users browsing this forum: No registered users and 1 guest