Monday, April 23, 2012

[REL] Black Sun Defense (Survival Style Map) version 0.8

Image





Hints:

Alliances are set automatically.

The gates will progressively bring better units.

So you must attack when have the opportunity.



Story:

Somehow the Seraphim have detected our attempt to rebuild the Black Sun. They have already corrupted most of the galaxy, and we are fighting against the best. We now must defend our last hope against them.





TODO / Buglist:

- Add decals to the map

- Add props to the map





Version History:

0.8 - Fixed the damn desynch problem. It was indeed caused by using Objectives.KillOrCapture() in late game.

Added map expansion back... balanced normal difficulty a little more.



0.7 - Added Dialog stuff back

The map now starts completly open/expanded (this is my last attempt against the desynch)

I had to change the story and now the gates are indestructible until... (you'll see)



0.6 - Tweaked wave progression, difficulty, and default map options

Call GetTimeSeconds() once at each loop in the gate thread and round the result (could this be the cause for the desynch?)

Removed Dialog stuff, and switched to plain old text (could be the reason for the desynch also?)



0.5 - Merged config into script file (to avoid messing with the broken GPGNet map uploader)

Changed all math.random to Utilities.RandomInt() (could math.random cause a desynch ?)

Changed some marker positions (fixed the hidrocarbon layout for player 3/4)



0.4 - Premodified the paths so the included library would work and uploaded again...

Since I was able to delete the old version, I kept the same version



0.4 - Removed the "\n" characters from the scenario

But this time GPGNet screwed paths for extra library...



0.3 - Initial public version

GPGNet screwed up the scenario file (DO NOT DOWNLOAD)|||I have tried playing this map with 3 other people and we always run into a desync problem just after the spawn gate area of the map opens up. Definitely hope this issue can be resolved as we really want to play this map!|||Did you only have problems when the map opens up ?



If so, it might be the whole dialog system that is causing the desynch.



I can try uploading a version without it if you want.|||The desync would start occuring about 2 minutes after the map opened up, otherwise it seems to be fine. Definitely would like to try the map in a fully exposed version if possible, although we did like the way it is scripted / has a story line.|||Do you have a normal download link? The vault is broken, I can never find anything on it (only stuff I'm not looking for or nothing at all). Could you please upload it to for example www.filefront.com so I can download it and me and some friends can play this map? Thanks a lot!|||The map is really great, so the difficulty needs some adjustment.

We played version 0.5, no bugs or desync. difficulty hard or harder (i guess HPx1.5) startup 60sec and the evolving speed was normal.



Thats what happend, 2 times.



15 mins of t1 or even scouts only... 1 ACU can handl it. too easy, my spider was fighting t1 units.. ?



after 20 mins first t3 units come, (did i miss the t2 units ??) now the game seems to be quite ballenced and is funn.



after 30 min experimantels beginn to spawn! Yehaa, the funn starts.



35 mins, Experimantls spawn like t1 units, about 25 Fatboys in one group. WTF ???



40 min Scathy spawend.... -> dead, no chance





So with this settings:

0 - 15 min :nothing [-_-]ZZZzzzzz...

20-30 min :cool

30-40 min : cracy hard

40-xx min : impossible





And its possibel to kill the gates right after the map expands.. guess must be somthing like minute 15 or 20. First experimantls are up, still t1 spawning. Dont know if this is the way its ment to play...



Keep it up, i really like the "story" and how you use the map. Great idea!!|||Hi da_Coca,



When you say "we", how much players played the map ? And was it on GPGNet or LAN ?



Yeah, I only had time to balance the map a the normal difficulty. I've re-written the method to spawn the units so many times, and each time I had to re-balance everything.



I intend on releasing a new version of the map really soon, but my desktop's PSU went bust. And that's my box that I use for development.



As soon as I get a replacement, I'll release a 0.6 version, with the "dialogue" feature disabled (this might be the culprit of the desynchs). I'll also give it a go on hard and see how the game goes.



The whole goal of this map, is to attack the gates. If you can destroy it as soon as the map expands, go for it. If you ignore it, and keep on playing, it is supposed to be unbeatable.



And the lower level units along with more advanced ones area expected also. Although there's a limiter, and you should only see T1/T2 Air or T3 land spawning with a Fatboy.



Did you by any chance use any mods along with the map ? Like 2x resources ?



BBF out.|||i played with 1,2,3 and 4 player on GPG-net, never had a desync. i never play with mods.



we just tried with 3 players all settings to standart. (btw, whats standart startup(3mins?)), and bet the map by atacking just in the moment when the map expands. We where able to kill 80% of the gates untill minute 30 where the experimantls start spawning.



But the first 13 mins there are only scouts and then only some t1 bots come. 1 ACU is abel to kill all, no pointefense, no units. the other to allys just focused to get some experimantls up after 20 mins.



You really need to mix some t2 and t3 bots in the first waves to make it more intresting.



A big problem seems to be that people who double klick on the game to join, get the popup from the Vault to automaticly download the map. they always download automatically v0.3, also v0.5 is opend. They say:" i have just downloaded the map, why i still dont have the map?" Then the Vault tells you, that you already have version 0.5 and you cant download it any more. Solution: you have to manuel delet the v0.3 and manuel download version 0.5



I was able to explain it to my frinds, but the normal GPG user doesnt get it, so i suggest for releasing v0.6 to change the name so that the automatically downlod works again.



coca|||Tried the map again last night:

- used v.5 of the map

- no mods

- 4 people total playing

- tried playing through gpgnet.... received desync error

- tried playing through LAN ... received desync error



both times at the 30 minute mark just after the warning messages.|||I've updated the map to version 0.6.



da_Coca:

This new version has a re-written wave progression formula.

It shouldn't be so boring in the beginning, and might be less impossible in the end.

Unfortunately, I didn't have really time to play test it a lot, and I tweaked all the formulas by head.

I would really appreciate any comments on how hard it is now.



What I would like to ask from whoever is playing this map, is to take notes on when you guys are reaching each tech level (T1,T2,T3) on the default difficulty. Also, I have to know how well do you play.

From that data, I can better adjust and balance the map.



Following da_Coca's suggestion, I'll begin changing the map name directory on each release so that the auto-download will work. I didn't even know that such system existed :oops:

It would be nice if I could instead just release new map version as the Vault was designed to do. But the maps I upload don't show up as mine after I close GPGNet...



xmortacx:

I've removed the dialogue code from this version also. And I changed some code that could be the reason for the desynchs.

Please test out this new version and tell me if it's better now.|||Alright! well I tried this map out last night.



- Played on LAN

- Normal Difficulty

- 10 Minute Startup Time



I have to say the difficulty progression was much improved. The map didnt open up for us until the 43 minute mark which seemed longer then in v0.5.



unfortunately we still ended up with a desync error at the 45 minute mark give or take 30 seconds. We played through the desync error to finish the map as you can do this on LAN...would kick you out on gpgnet (or at least always does for me). We noted along the way that even though we were getting desync errors we weren't seeing anything out of sequence with each other..ie: when a gate blew up we all saw it blow up at the same time. I have played through a desync problem on one other map and we ended having our actions 1 minute apart by the end.



Thanks for the map...lotsa fun!|||xmortacx|||Version 0.7 is (was) really great. The difficulty is well balanced and its really fun to play.



Played on difficulty normal, startup 60 sec. (The default startup seems to be 180sec?? but its called startup_0)

1 acu can still handle all enemy units till minute 10, but thats OK i think.



With 2 players, pathfinding is fine.

With 3 players the units start to get stuck on the way down on about 25 mins.

With 4 players the units start to get stuck on the way down on about 15 mins.



If the units ARE stuck (about 10mins later), you only have to defend air because really NO enemy ground unit (even the experimantls where stuck)is reaching the defens line. Then its much too easy again... ofcourse.



about the desync problem, it was probably somthing in your script in lategame. I never had desyncs if we won or died before minute 35-40



going to try version 0.8 now!!|||Played version 8 a few times. Really great work. No desyncs. A lot of fun to play. The balancing seems to be good. (defoult startup shoud be 30sec.) Its cool that there are not that much Zcar spwaning, the dath-damage of 1 dropping into your defense is quite a lot.



Thoug we realized that after minute 30 to 35 you only spawn experimantls and acus. Yust get 3 Soulrippers or 30 restorers and thers nothing to stop you. The AA dmg of a spider is a joke...



Woud be cool if you mix some ASF to the spawning. Woudn't do much differenc to the defending but makes it a littel harder to get the air dominance and just fly over the map and kill all.



thx for the great map

Da_Coca|||Take a challenge, disable air units.. :)



150 tech2 bombers kills everything, so now I'm trying to get up there with land.. freaking hard..|||Nice...



I've fixed the path finding for the map when playing with more then 2 players.

From my tests, they didn't get stuck...



I was thinking, and I might remove the configurable wave start option from the map, and adjust it according to the chosen difficulty. The current default for normal is 120 seconds (which is enough for me to have a T2 PD turrent ready by the time the first scout comes in). I think that faster than that will be too hard for newbie players (which usually play on default difficulty).



Have you guys tried playing with difficulties other then the default ? Like hard and very hard? And if so, is it playable ?



I'm also gonna add ASF to the waves with subcoms and exp.

It might make impact on the amount of sub/exp units being spawned in those rounds, but I'll try to balance it out.

Considering a group of 3-4 subcoms, how much ASFs should be spawned with them ?



Thanks for all your support so far :D|||Got this map from the Vault. Very cool idea but I have some comments.



1) Make all the enemies that come be of ONE selectable race?

2) Why does my Black Sun turn up as a beige cardboard box? There is something very wrong with the graphics/rendering here.

3) Some AI markers for the AI? I know you are supposed to play with human players but sometimes we can't be four =/. The Sorian AI starts the game by saying that it is targetting everything at "Civilian", how will this affect its behaviour?|||AlteMann

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