wowgetoffyourcellphone Posted July 17, 2016 Report Share Posted July 17, 2016 (edited) Hi guys. So, I try the new Red Sea map and it is very very nice. I like the big forests and I like the terrain design (maybe add the blowing sand actors in the desert sections and use the sand dune terrain texture). It is a very good map. But once again, it have placement of starting resource right next to Civic Center and I think this is something that should change for almost all map. I think it maybe okay that some berry bushes be near the Civic Center, but stone and metal should be away from the Civic Center, not right in front of it. You should want the player to place a storehouse or granary IMHO. Have to look around for the stuff instead of it being right there. Edited July 17, 2016 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
jarnomodderkolk Posted July 18, 2016 Report Share Posted July 18, 2016 I totally agree with this, some maps need to be reworked. 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted July 18, 2016 Report Share Posted July 18, 2016 You always need to find a good compromise between a balanced map and a good looking one. When the mines are placed right next to the CC, you're making it more balanced. When you place then further, on random terrain, there's a chance the mines can be placed there due to the terrain, or even cause the mines to be not reachable directly. Thus causing a real imbalance. In short, improvements are welcome, but it's not always as easy as it sounds. 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted July 18, 2016 Report Share Posted July 18, 2016 On 17.7.2016 at 9:59 PM, wowgetoffyourcellphone said: add the blowing sand actors in the desert sections and use the sand dune terrain texture Patches welcome Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 19, 2016 Author Report Share Posted July 19, 2016 (edited) 13 hours ago, sanderd17 said: You always need to find a good compromise between a balanced map and a good looking one. When the mines are placed right next to the CC, you're making it more balanced. When you place then further, on random terrain, there's a chance the mines can be placed there due to the terrain, or even cause the mines to be not reachable directly. Thus causing a real imbalance. In short, improvements are welcome, but it's not always as easy as it sounds. I do not say it is easy, but it is not so hard, it just take a team member dedicated to this kind of thing to put some time into it, but as we all know time is short on supply in volunteer projects. Honestly, it is reason I almost always play skirmish map because this kind of thing is easier to handle in the map editor. It's not just about the looks either, it is about the gameplay. A balanced map can be easy create in the Atlas editor and still look nice too, where as you say with random map script it is not easy. That is why I ask for randomized possibilities in Atlas. Maybe we can brainstorm, but some thing come to mind is mine placement and starting point placement. Edited July 19, 2016 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 19, 2016 Report Share Posted July 19, 2016 Stone and Metal mine, should be outside of CC control territorial in 1st phase, mostly of maps both are close to CC Quote Link to comment Share on other sites More sharing options...
jonbaer Posted July 19, 2016 Report Share Posted July 19, 2016 I have been playing random/archipelago 2 vs. 2 over and over (major props to whoever coded this gem), I find that the balance it offers in terms of terrain + placement of resources to be the most balanced. Quote Link to comment Share on other sites More sharing options...
elexis Posted July 20, 2016 Report Share Posted July 20, 2016 I checked the dust. It would be a great addition, but the color doesn't match the ground texture and I'm not willing to change the ground texture. @stanislas69 But maybe somone can create a variant of that actor which matches that color? I see some color tempering in those files, so hopefully there won't be a new image needed, just some color mapping? Quote Link to comment Share on other sites More sharing options...
elexis Posted July 21, 2016 Report Share Posted July 21, 2016 Done: http://trac.wildfiregames.com/changeset/18543 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 24, 2016 Author Report Share Posted July 24, 2016 The problem is that particle is not affect by lighting parameter. Thats why the original dust storm did not look good (Red Sea map uses unusual light settings). How hard to make particles affected by lighting settings? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.