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Everything posted by Fu3lman
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It's my pleasure! I'm really looking forward to mapping with these goodies when they're released proper I'll get back with you after a bit more testing. Haven't run into any other problems thus far.
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Just observations. I know it's probably a HUGE undertaking, and there may be technical limitations preventing it... It would almost certainly require the creation of a host of custom elements, and it's not that big of a deal if you can't, but wow... it would be amazing if you could. I'm guessing this is due to how THEATER works in RA2. Certain tiles will behave certain ways if they don't have the correct version of the Pavement tile? Is this correct? It's autoshoring to the above image no matter how I try without placing every tile manually. Didn't know if this was the intended behavior. If it is, disregard. While on the subject of cliffs... Perhaps I'm just missing it, but I couldn't find any cleanup pieces (for the adjusted height, at least) to get these areas looking/feeling the way I felt they should. Any attempt to use the pieces within the category resulted in either broken ISO tiling, or visually incorrect results. Is it possible to use the full-height TEMPERATE cliff cleanup pieces to fix these by just placing and lowering their height? If that's the intent, then disregard. I also had a bit of confusion with the following... I am probably just missing their purpose entirely, but I was scratching my head a bit on exactly how to use these. They did, however, beg a question: Would it be possible (like above) to implement some cleanup pieces to allow these slopes to transition into your custom URBAN cliff faces? This is all I have atm, but I'll get back to you as soon as I get this together and brute-force some pathing.
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You've actually answered a big question I've had about CnCNet for a while: Essentially, whether or not elements can be added transparently without breaking the existing assets. Hell, even FA2 worked with the new assets without any extra config, and I loved that, and an super-excited that you're building upon what's already there (along with all the heavy lifting you're doing for us map-makers, which I appreciate greatly.) The ability to use URBAN assets in TEMPERATE is also incredibly nice My approach is to build a "workflow" (I'm an ex-programmer) of pathing where I can send any denomination of units of different types/sizes to see where the plumbing gums up. Nothing large-scale or with any permanence... just an objective test. If you need me to, I can record footage/share the sample with you to help you iron out any issues that you see (which I'm not guaranteed to, since there may be subtle clues that are lost on me). One thing I haven't been able to discern from the .INI or the .MIX is precisely what elements were created, as I stumbled into the ramp pieces as I was visually scanning for unfamiliar parts. I did also notice what may have been a few ground tiles (shores and so on) might've been condensed? Give me a bit, and I'll let ya know what I find.
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I figured as much. I'm basically building a map that's point A to B where units must follow a path that includes all of the new elements (that i can find) to the point of congestion to see what breaks first, if anything. I'll get back to you as soon as I find anything. Will these new elements eventually make their way into CnCNet client proper, or will they always be optional? EDIT: It just occurred to me that placing a tech oil or power on that ramp plateau would be an interesting way to "gate" a location off from ground units unless players want to get rowdy or conquest-hungry.
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I'll keep this singular reply updated. So far, the pieces look fantastic, one concern I'm having is with the northeast/west facing short cliff ramps. The southeast/west ones look great and behave perfectly, but the northeast/west don't look nearly as clean (which might be out of your control) and the additional ramp pieces required to complete them are (for me at least) quite confusing. Please don't take any of this as criticism, for all I know, there may be a billion limitations that force these kinds of design choices, and if that's the case, then I LOVE the new ramps (and other rampy set pieces), this is as far as I've gotten into it so far. EDIT: One more small observation about the " " ramps. Would it be possible to "smooth" the left and right leadups onto the ramps with the same slight inclines used on the official ramps the way you did on your northward ramps?
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Yep, I saw exactly what you were talking about and took steps to fix it "oh hey by the way, i am going to do a terrain expansion for the CNCnet client's temperate theater terrain soon, how would you like to test it out before its implemented?" Oh absolutely! I'd love to have something new to work with. EDIT: Map renamed, problems addressed, preview injected.
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I'm by no means a talented mapper, and a lot of what you're describing are (were) above my pay-grade before you pointed them out, so I appreciate that. For the cliffs, I use the "paint cliffs" tool to the best of my ability. Outside of cleanup involved with the inner-tiles in certain corners and so on, I haven't really seen an incredible need to manually place cliff pieces if they constitute a single, straight line. Some might... I've just never really ran into any problems with letting the tool do what it does. I did notice on the back-edge of each base area is a single tile along the edge that's unintentionally allowing construction. Will fix that. As far as ISO tiles on/near that specific ramp, I'm not entirely sure what you mean? Is it just that single ramp? EDIT: I now see what you mean about the ramp, and I'm fairly confident that I've fixed it, but the shore being flush with the cliff is creating a bit of an aesthetic issue. For the time being, I'll leave it as-is (working properly) and deal with how it looks. Also adding ore to bases, and replacing the ore/gems on the islands with some form of tech... or possibly just leave it open as a stage for encounters and an engress/egress choke point.
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Features: - Any denomination of players against any denomination of opponents. Favors 2v2v2v2, 4v4, and FFA. - Resources and placement as fair and balanced as possible for tournament-style play. - Players MUST compete for resources. Other than a couple of oil derricks in/near base, ore+gems are first come/served. - Navy is encouraged, but clearing FoW with ground units will make naval units MUCH more powerful. - Early sabotage of bunkers can help, but it may force you to overextend and leave yourself wide open elsewhere. - Control of center resource-hub helps, but it puts you in an incredibly vulnerable position if you're not spending as fast as your earning. - Naval presence/strength mitigated by strong land-based defensive advantage where it matters most (mid-base choke-points). - Placement of tech for deliberate expansion of defensive/offensive structures. Lose them, and they're gone forever. - Aerial LoS for aircraft to reach every base without intersecting another base entirely. The longer the game, the harder this will be to accomplish. - Long games are not unwinnable provided you have means of production. You may have to repair a bridge or engi some tech to come back. - Bunkers for early game threat smoothing for the intent of creating a more drawn out (fair?) game. - Tree zoning for the sole purpose of lending Mirage Tanks full strategic power. crunchtime.map
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Absolutely! Let me work with this a bit and I'll get back to ya
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Might be a bit over my paygrade here, but how would you recommend I go about it? Are there functions to lightposts as map elements that I'm not aware of, outside of putting invis_xxx on/around them? (not being rhetorical, I'm sincerely unaware of them) Also, thanks for checking the map out and the encouragement
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Arena-style map for 2-8 players. Layout conducive for any team denomination(s). Very straightforward map; you have starting resources to protect, further resources to acquire/sabotage, and the rest is just plain old commanding and conquering. Good map if you appreciate naval combat, where a lot of maps tend to neglect, or outright ignore it altogether. Also fun vs brutal AI when you just want to kill some time. Triggers: - At start of match, the inner bridges to megawealth-isle self destroy. This allows you to build naval within the area inward from starting location... as well as protect it (with an engineer) by repairing the bridge if you'd like to accumulate a fleet. Just make sure you're prepared to defend that ingress as well as re-destroy the bridge when ready. - A couple of oil derricks will be given to you (within the immediate boundaries of your base) at the start of the match. They're there to incentivize infiltration by other players/AI. Protecc. - Thunder sound-effect every 60 seconds. This is there for a couple of reasons: As a means to keep track of passage of time (We're on fifth-thunder. They're probably about ready to drop something on me.), and for pure flavor, as thunder makes everything feel epic As always, feedback and kind critique is welcome. I hope you all enjoy the map as much as I did creating it ❤️ hunger.map
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*Updated. Witness me.
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Almost like it was done deliberately.
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There's now a mild ambient light flash accompanying the thunder. Small victories. EDIT: Nevermind.
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Map in OP has been updated. As far as I can tell, the majority of the issues you outlined have been fixed. I discovered what was effectively a "blank" clifftop (behaving as unpassable) tile that I didn't even know existed and it worked perfectly. Also reduced the agency of migration from base-start by bringing tech in a bit closer, and giving each starting player a tech power+oil on the lower level to facilitate expansion beyond their plateau while maintaining the urgency of protecting them. <-- This is a decision I may rework ? As always, feedback/criticism is welcome.
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This worked perfectly. Thanks!
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Not to hijack the thread, but can/should the INI Editor (keys) be used to add proper creator names to maps... for CNCNet client, for example?
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EDIT: Having zero luck finding a solution using Google-fu, and not sure if there even is a solution for it. I'm having trouble getting the unpassable terrain on the upper rims of some of the cliffs (particularly the camera-facing ones) to "occur" with either the cliff painter or manual placement. Are there any easy solutions to this, or something I'm overlooking? Ideally, I'd love an "invisible_unpassable_tile" as there are areas that I'm currently cordoning off using... of all things... bridge repair huts due to visible area breaking the symmetry of the map.
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EDIT: I took your advice (Cypher) to heart when working on the above version. If you get the time to try it, let me know if it "feels" any better. The camera angle is just perspective being adjusted by resizing the (wide) image to a 1:1 aspect. It's definitely a weird effect. I'm not a huge fan of the fully bridged paths to enemies either... so it's no coincidence that I've been working on creating a version of this map where the outside bridges are replaced with solid land paths without breaking the agency of naval on the map. The inner bridges are the cost of doing business in that respect. Thanks for the comment and the kind words I'll update the above post as soon as I'm satisfied with it, and if you wouldn't mind downloading/trying it, I'd love more feedback.
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Fu3lman's "Gifts Ungiven" *Updated* Players: 2-8 Mode agnostic. Ore: 340,175 Tech: 12xOil, 8xPower, 8xMachine Good for naval. Good for cooperative (2v2v2v2 / 4v4) and FFA. giftsungiven.map
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EDIT - 6-21-19: Minor fixes. Won't be revisiting unless issues are brought up. Outstanding issues: None that I know of, though I'd like some help with... Flashing bright ambient light a second or two before thunder sound effect. Possibly making bridges 100% indestructible (even with destroyable bridges enabled.) Players: 8, mostly mode-agnostic unless starting lopsided with uneven player amt. Money: 214,600 with roughly half being "high stakes" and 1/5 being outside immediate base boundaries. Triggers: Auto-assign ownership 1x Power + 1x Oil to the lower-outside perimeter of each starting area to the corresponding player. Periodic thunder sound effect and lightning ambient effect. My best shot at an 8-player "fair as possible" map that doesn't force players into overextending until they have the field presence to do so. Naval combat is something I've never really fleshed out before in my maps, and I used this as an opportunity to try and remedy that. Feedback is welcome, and any changes/improvements/etc will be reflected here. giftsungiven.map
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Players: 4, mostly mode-agnostic unless starting lopsided with uneven player amt. Money: 217350, with roughly half being "high stakes" and 1/4 being outside immediate base boundaries. Tech: 4x Oil, 4x Airfield Engress: 2 Ramp, 3 Bridge (destroyable, repairable) Triggers: None, other than periodic thunder sound effect. There's nothing clever to say here. I made this map out of boredom and it keeps me from being bored. Matches are fast, and there are plenty of opportunities for hail-Mary's. Securing the center will obviously provide a huge bump to your resources, but at the risk of leaving your rear exposed to the other 2-4 paths into the most vulnerable parts, and the only environmental advantage provided is a single barracks facing away toward each ramp. Though it may be obvious, the use of tech to extend your building area is incredibly powerful on this map due to the elimination of at least one potential path, so if you are planning on risking the biscuit for the gooey center, it might not be a bad idea to have at least one "corner" of that tech secured beforehand. Hope you guys enjoy, and I'm open to feedback, just be gentle, I'm delicate. hashtag.map
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