Seeing as there are lots of people out there with great ideas - but GPG are not willing to make the editor more user friendly I would like to design a map based on what people want. I'll do all the grafting (any other map makers wanna help?) and you just come up with the ideas.
Now there will be rules-
It has to be totally unique - no real places, no sat images just ideas that make a map great.
Think outside of the box - but not too far outside! This will be a straight foward map - no custom textures, no scriptin (unless absolutely needed)
The finally result will be a combination of everyones ideas
There will be no limitations on units or land types. It needs water/land/air and must be stategic in layout
the map will be 20 x 20 for useability on most systems and will need to accomodate 8 players
The suggestions put forward will be made into my last and final map at the end of Feb 08, until the editor gets better!
so lets hear your ideas.... |||sykoste|||for the record here is my 'totally unique' design. i always wanted to do something along the lines a tech (dark/red strata) design crossing into a natural (lush green/brown strata) one.
|||@sykoste
If you download Snowy Mountains2 instead of Snowy Mountains V2 you will have a working map. To find Snowy Mountains2, you need to change to supcom from FA while online. Sorry about the trouble you had, but I was trying to upload it for FA, but due to the name the Vault stuffed it up, and uploading it again using FA was not worth the trouble.
Dragon Fly|||TyrialFrost|||sykoste|||My idea is for a 3v5 map.
A plateau in the center of the map large enough to support the team of 3 with three ramps. Five opponents stationed around the outside edges of the map with small plateaus between them.
I guess the concept would be an Alamo type battle where the team of 3 attempts to hold off the horde of invaders from atop their mountain fortress.
Just an idea I've been kicking around.|||Here's an Idea..
Acid Lake.
Number of players = 6, 2v2v2 or 3v3 game modes
Terain type = almost exclusivley water, only pockets of land, kind of like sludge. There should only be enough buildable land for maybe a landfac quantum gate and a few T2 or T3 power, located a short distance away from the spawn points.
I have been teasing with this idea... Is it possible to build on mex and hydrocarbon locations if they are below sea level???? it would be neat to have a completely sustainable underwater economy. For the purely naval minded. Also as a second question, is it possible to have commander spawn points below sea level?? or perhaps on a tiny starting island. Air power would need to be produced using the carriers or CZAR's and land units can be build by parking a fatboy on that small island plot. Space for LFac would need to be provided for balance issues, so that the Aeon and Seraphim have access to hover technologies.
You could also have a couple of quantum gates as capturables on some small islands for support commanders RAS abilities.
The Terrain Texture: Alien and uninviting. Sulphurous and toxic. Hazy yellow sickly fog. Mostly water. land regions are rocky and desserted, with no evidence of life. Lots of reclaimables though. Rocky outcropings should be jagged and sharp. Here is a pic to inspire your thoughts....(enjoy)
This picture was linked to an artists impression of Venus, in the Sydney Morning Herald.|||A Moutain map with a lot of small mountain passes were airdrops were important.|||Bleater|||TyrialFrost|||....Back now.
Contrary to my previous concerns, the hydrocarbon start worked really well. That is because the H-plant only requires 800 power for construction, which is 40% of E-storage capacity. You can comfortably build an SFac, T1 Eng, and H-plant. It is probably optimal if the com proceedes with mex 1 and 2 and then assist the H-plant to completion.
Contrary to the belief that power was to be the limiting factor, I actually found that mass was much more of a limitation, and that is because naval is mass heavy. The energy/mass build ratios for naval are: T1 & T2 = 6:1 & T3 = 8:1. Naval is extremely mass heavy. If you contrast with the carrier build air, which is energy intensive you get the following energy/mass ratios: T1 = 45:1, curiously dropping to T2 = 21:1 & T3 = a woopping 50:1!
Based on this the initial build and operation of 3 T1 SFac can be supported using a single H-plant, but needed 6 T1 mexes.
The T2 base consisted of 6 T2 SFac's (assisted by 3 engineers each) and 3 T1 SFac's, as well as 3 T2 engineers continualy building T2 torpeedo defences. This required the operation of only 4 H-plants at first followed by the construction of 3 more, when extra T2 mexes came online. This operation however required the construction of 13 mexes, (5 T2 mex + 8 T1 mex).
Commander RAS was perhaps the most difficult part of the buildup, but once completed allowed for unlimited naval construction on an energy basis. The Seraphim ACU was also able to sustain the air construction capability of 4 Aircraft Carriers. He was however not capable of supporting Battleship Nuke construction (which I actually consider to be a good thing for this map. Other factions might struggle with 4+ carriers and cannot support sub nukes either (Particularly UEF and Cybran), but their RAS is more than capable of supporting quite a large naval operation.
In order to RAS a commander I used 9 H-plants, however this required the shutdown of all factory construction, T2 mexes and T2 sonar. With this done I was able to RAS the commander at 50% of normal rate. For this reason I would suggest that additional H-plants be added in the extended start area. 12 H-plants total, with 4 at the start location and 8 in the extended area. Mass requirements indicate that you will want 5 mexes at the start and 12 in the extended area.
Generaly speaking the required ratio for mexes and H=plants is 3:1, so additional map resource spots should be applied in this ratio. As a general rule of thumb you will want to have 2 mexes of the same tech level operating for every SFac in service.
Also you should note that with H-plant build up, the eco will be established VERY quickly and provide a very fast paced naval combat. Adding this to the natural power hinderances of teching to T3, the inability to construct indirect-ranged firebases on water and also the general inability to construct nukes, you should have the makings of a very good map.
As a safety blanket for those who don't have sea legs you could provide a single land outcropping, capable of holding several T3 structures. But I would insist that it be defended by neutral UEF with T2 & T3 PD's, SAMS, Stationary Flak, T2 Shields, TMD's, T2 Artillery and a T3 Power plant. But there should be only one base-worthy island and it should not become viable until late game.|||Bleater|||TyrialFrost|||>The concept will work. I have even now created my own 6 player map based on this very Idea (Deep Six, tropical titleset) and it works.
Is it in the vault?|||Not yet... Still detailing and fine tuning the appearance
Anyway back to the OP's topic, are there any other suggestions?|||Bleater|||yeah - i was interested, sorry lost my account details
- i've made about 15 maps since then...and tried to incorporate some of the ideas
A lot of this stuff is scripting really - which I am crap at - but Will be willing to work on a map with someone if they can do it?
I am currently doin a space map and need a script to block sea units and allow ai to transport properly|||sykoste|||Is there a way to take the 41x41 version of Emerald Crater (vaulted) and take it from 4 player to 8 player?|||this: tropical alien envorment kinda like the Amazone , but more sophicticated , woods + alien adaption .. just imagine
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