Maps Ideas
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If you guys want to see how to make a good map, go to http://www.panschk.de/mappage/newsscript/viewnews.php and look at some maps for Starcraft Broodwar. As you will notice, they have a lot of high and low ground variation and space for flanking. Encrypted's map is too straight forward. Can't flank or move into a positional advantage to win fights with lower unit numbers.
@bilal : They implemented capturable objectives in Starcraft 2 and they are not used in tournament maps anymore. Won't say it doesn't work for any game, because I think Dawn of War was all about capturing objectives, but potential expansions and positional advantage are already objective enough.
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@SinJul
Yup, makes sense. In SC2 they still have vision towers, though. Can't say I'd want it in machines though.@Encrypted
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Previous post doesn't make any sense, deleted it for teh lulz.
ALSO, here is the EXPANDED Bridge concept!!!
I call it The Bridge mk. II.Thanks to @Pisarz for making the previous Bridge map concept (you know what he did, yes you do) aaaand @SinJul for being awesome (help)!
You see, there are lots, LOTS of minerals. And you also see that I've moved Seeding Pods slightly in this version, so you have more room for... well, EVERYTHING!
And here's the Legend:
Circles filled with red, yellow, blue or green color - Seeding Pods (again they're not intended to be so big).
MIN - Minerals in bases.
MINE - Minerals - simple!
MASS MINERALS - A lot of minerals.
Round rectangles filled with green colour - Places at high altitudes.NOTE: In this version of my map (I've used 1337 paint again!) there are ISLANDS! Be happy, you can sail the seven seas now.
yay.gorilla
P.S.: ZE MAP!
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@SinJul said:
If you guys want to see how to make a good map, go to http://www.panschk.de/mappage/newsscript/viewnews.php and look at some maps for Starcraft Broodwar. As you will notice, they have a lot of high and low ground variation and space for flanking. Encrypted's map is too straight forward. Can't flank or move into a positional advantage to win fights with lower unit numbers.
@bilal : They implemented capturable objectives in Starcraft 2 and they are not used in tournament maps anymore. Won't say it doesn't work for any game, because I think Dawn of War was all about capturing objectives, but potential expansions and positional advantage are already objective enough.
Interesting!
About the map, I thought about the issues that it could have, so I implemented both a backstory (I'll upload an explanataion soon as I said previously) and a scale. The scale is very important because everything is relative to scale (look at the size of the pods). Yet, it is just a sketch, and the center of the map is, actually, a bit small (look at the "high altitude" structures at the extremes of the center, the ramps are excessively steep), and perspective doesn't help, so I apoloize for that.
Maybe I could add bridges and chambers under the water that link to the other islands. Yet, small numbers can defeat larger numbers if a "funnel" tactic is implemented, as well as interlocking fire (AKA crossfire):http://en.wikipedia.org/wiki/Crossfire
Obviously, Sunt Tzu wrote about this already:
It would resemble the "king of the hill" format :)
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This is the explanation for the map that I posted before (as I promissed):
This abandoned mining facility has a communications tower in its center. The 4 secondary platforms at the extremes of the main structure are ports for the seeding pods to reach after being dropped from orbit. Parachutes deploy for soft landing. The tower isn't working, so technicians need to be sent to enable the relay station to establish a link with the player's seeding ship, which has kinetic bombs. If access to the satellite is gained, the other players have limited time to gain/regain control and prevent the destruction of their bases. Why not simply destroy the tower? The properties/characteristics of the planet's atmosphere doesn't enable your troops to call for reinforcements (nor the ships in orbit to actually identify the facility's exact position). Bigger antennae is required: the tower.
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I have an idea of sorts for maps: I realize that this might actually be out of the question, but if implemented might make creating maps or at least the process of map creation a little easier.
What if we made a random map generator for OpenMachines? I mean, we should still have the default maps, and while this would require more advanced A.I. for bots (AoE 2 comes to mind), it would make OpenMachines more open I think.
What do you guys thinks?
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@Mordakai95 said:
What if we made a random map generator for OpenMachines? I mean, we should still have the default maps, and while this would require more advanced A.I. for bots (AoE 2 comes to mind), it would make OpenMachines more open I think.
That would destroy any balance and take time from developing more important parts of the game.
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@bilal said:
@Mordakai95 said:
What if we made a random map generator for OpenMachines? I mean, we should still have the default maps, and while this would require more advanced A.I. for bots (AoE 2 comes to mind), it would make OpenMachines more open I think.
That would destroy any balance and take time from developing more important parts of the game.
Well, I'd say, HUGE random maps might be a good idea. But, on the other hand, it might be hard to balance the generator itself, unless those maps would be symmetric... and even then, they might be imbalanced.
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@Encrypted
Yeah it would be very hard to balance a generator. It seems like this would only be useful for some other sort of gamemode. While imbalance is fine for just a fun havoc match or some non-competitive gamemode, survival vs waves for example, I don't think it would be a good idea to work on imbalanced maps as I care more for the core game to work and play well. (maybe someone could make a mod if he/she really wanted to?) -
It was only an idea. More like something that, if done at all, SHOULD be done after implementing the core aspects of the game as @bilal has stated (although more advanced A.I. in my mind would be a perfect example of a core aspect that would be required to make the random maps possible in the first place - just a thought).
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@Mordakai95
AI wouldn't be a problem anyway for a generated map assuming it works properly for ones made in an editor.