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DarkVortex
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Posted: 31 May, 2009
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Joined: 20 Dec, 2008 Posts: 33
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hi,
i am currently working a new map (1st ever map).
[updated images]
about to upload the map to filefont, just sorting out and prepering the folder and adding some last changes. (Writing my first ever 'Read Me' file XD).
Any comments/tips would be really helpful as this is my first time.
thx.
[latest version]
http://supremecommander.filefront.com/file/Uneven_Odds;100213
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Last edited by DarkVortex on 12 Jun, 2009, edited 4 times in total.
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Xmall
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Posted: 01 Jun, 2009
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Joined: 28 Jan, 2009 Posts: 40 Location: Australia!
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DarkVortex - Welcome to mapping
I like the look of the map! Very different but different can be good!
If your having problems with the FA AI marker send me a PM with your email address and I can email the program to you.
Also, are you using the unoffical editor or the official editor? The official is a little more powerful in my opinion 
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wclark.uk
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Posted: 01 Jun, 2009
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Joined: 31 May, 2009 Posts: 4
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DarkVortex
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Posted: 01 Jun, 2009
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Joined: 20 Dec, 2008 Posts: 33
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Xmall wrote: DarkVortex - Welcome to mapping  I like the look of the map! Very different but different can be good! thx XD Xmall wrote: If your having problems with the FA AI marker send me a PM with your email address and I can email the program to you. that would be amazing thx. *sending pm now* Xmall wrote: Also, are you using the unoffical editor or the official editor? The official is a little more powerful in my opinion  i can't get the official editor to work on my PC for some reason. when try download it from the valt, and run it. it says: "this application has failed to start because MohoEngine.dll was not found. re-installing the application may fix this problem." so i tryed reinstalling but same thing... so.. i tryed downloading it of from file front. when i try to run the exacutable after downloading, it says this: "this application has failed to start because wxmsw23u-vs80.dll was not found. reinstalling the application may fix this problem." soo... i don't think the official editor likes me... >< thats the link to the map btw... [outdated]http://supremecommander.filefront.com/file/Uneven_Odds;100012[most up to date version link]http://supremecommander.filefront.com/file/Uneven_Odds_beta_15;100090any feedback on the map would be amazing thx. XD [/quote]
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Last edited by DarkVortex on 05 Jun, 2009, edited 1 time in total.
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Paceydre
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Posted: 01 Jun, 2009
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Joined: 11 Sep, 2008 Posts: 243 Location: Noord Brabant, The Netherlands
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I will check the map later on. About the mohoengine.dll thing.. Don't download it when in FA mode on GPGnet but when you're in SupCom mode. The official editor is for SupCom only and not for FA. But with a few small workarounds you can get the maps to work in FA.
The editor you are using now, does that editor also make use of decals? Since decals are a Must to have in a high standard map.
_________________ Maps: WinterPlanet FA - ForestPlanet FA
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DarkVortex
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Posted: 01 Jun, 2009
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Joined: 20 Dec, 2008 Posts: 33
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yea, I got a few decals in it.
not sure if its enough though.
for a 1st map i thought it wasnt that bad..
but then again, i wouldn't really know....
going to redownload the official editor in supcom gpg mode now. XD thx for that.
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Xmall
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Posted: 02 Jun, 2009
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Joined: 28 Jan, 2009 Posts: 40 Location: Australia!
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DarkVortex wrote: Xmall wrote: DarkVortex - Welcome to mapping  I like the look of the map! Very different but different can be good! thx XD Xmall wrote: If your having problems with the FA AI marker send me a PM with your email address and I can email the program to you. that would be amazing thx. *sending pm now*
NP Dark  File is away... See how you go!
Also if you want to learn about harder stuff like terrain generation etc.
Some switched on people (not me) have written some good stuff in this forum also!
http://www.insidesupcom.de/forumdisplay.php?f=210
But dont push yourself - Thats only for if your feeling really adventurous
Good luck!
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DarkVortex
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Posted: 03 Jun, 2009
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Joined: 20 Dec, 2008 Posts: 33
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hey, didnt have time yesterday after that post. ><
had exam today. XD
theres alot to read through, just reading them now. looks pretty hard. ><
thx for the AI marker tool btw,
added them to the map, just testing how the AI plays now.
prob gona edit the map abit more befor i upload the never version.
thx again, XD
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Xmall
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Posted: 04 Jun, 2009
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Joined: 28 Jan, 2009 Posts: 40 Location: Australia!
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No Problemo
Keep plugging away with the editor and when you get stuck feel free to post if you cant figure it from a tutorial!
Hope your exam went ok. My first is in 6 days 
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DarkVortex
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Posted: 05 Jun, 2009
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Joined: 20 Dec, 2008 Posts: 33
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Col. Jessep
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Posted: 09 Jun, 2009
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Joined: 08 Aug, 2007 Posts: 3597 Location: Aachen, Germany
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I think you might want to remove the experimental wrecks in the middle. They will basically decide the whole game in a few minutes. Whoever takes Sera or Aeon and can reclaim the largest part of the mass in the middle will be almost impossible to beat.
I'd recommend you place a few smaller wrecks on the coast of the 2 player island to even the odds a little, maybe 4-6 Cybran destroyers? One or two more mass spots per player on the small island might be good too.
About the CEP, we are mostly looking for balanced maps. They dont have to be symmetrical but we prefer maps where everybody has the same chances at the beginning, more or less. Your map looks good for some AI bashing but in a match with human players it's pretty much determined who will win.
_________________ Find out more about Monday Night Combat: http://www.uberent.com/
 My maps: http://scu.insidesupcom.de/Col_Jessep/
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DarkVortex
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Posted: 10 Jun, 2009
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Joined: 20 Dec, 2008 Posts: 33
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thanks for the tips,
i will balance the map a bit more,
At first i was thinking the experimentals would give the 2 player side a bit more of a chance, but putting them in the middle was probably not a good idea. i will remove them and put some more smaller units at the there beach instead like you sugested. XD
Quote: but in a match with human players it's pretty much determined who will win.
even by giving them (the 2 players) more resources do you think the odds would be too high? i really hoped the map would have made it to the CEP.
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regabond
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Posted: 10 Jun, 2009
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Joined: 19 Mar, 2007 Posts: 2453
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Might be kinda cool to stick all of those experimentals on the shore of the 2 player side, except for maybe 1 which can be left in the mid. 2v6 is pretty serious and that oughta even the odds and let them ignore mass for awhile.
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Col. Jessep
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Posted: 10 Jun, 2009
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Joined: 08 Aug, 2007 Posts: 3597 Location: Aachen, Germany
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Hehe, let me say one word about balance: I got a complaint about one of my maps because one of the starter mex points was too far away and you had to move your ACU two steps. Thats how serious some players are about balance...
Personaly I think its hard enough to balance any map, let alone a non symmetric map and I have no idea how long it would take to balance a map with uneven player distribution. (Even if you dont consider things like Aurora and Jester spam it could take a long time.)
Dont be discurraged though, nobody starts with a perfect map. It takes some experience to get to know all the little tricks in the editor and all the workarounds. I have scrapped a lot of my maps before I even started with textures and stuff.
My advice: make the heightmap, place all the markers and play a few test games. That way you will notice any problems early on and can decide if its worth to fix them or if the whole idea was flawed. I have scrapped more of my map concepts than I would care to admit.
Things to watch out for: balance, pathfinding, AI problems, faction tactics (Aurora, Jester, Fobos...). If the AI works okay and its fun to play on the map you can think about textures and eyecandy. The heightmap and markers are really the most important steps and if you got them right the rest will be a breeze. Good luck!
PS: Try to avoid to much wreckage on any map, especially experimentals and T3 units. The mass you can reclaim from them will give one team a huge advantage and will probably decide the game in the first few minutes. If you place more mexx points close to the middle instead, the other team has at least a chance to get back into the game.
_________________ Find out more about Monday Night Combat: http://www.uberent.com/
 My maps: http://scu.insidesupcom.de/Col_Jessep/
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DarkVortex
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Posted: 11 Jun, 2009
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Joined: 20 Dec, 2008 Posts: 33
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thx for the tips, XD
i decided to remove the experimentals from the middle,
add 4 more mex and 1 more hydro-pump to the 2 player island, and gave them a monkey-lord wreckage.
added a few smaller wreckages on both island, more on the 2 player island
and changed the AI markers abit, but still have a slight problem.
the ai don't seem to be building naval factorys at the right place?
and they like sending enginers to the enimy's island? is that normal?
should be uploaded and waiting for aproval in file front,
will post link 2moro, going to bed now. ><
here it is, http://supremecommander.filefront.com/file/Uneven_Odds;100213
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DarkVortex
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Posted: 17 Jun, 2009
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Joined: 20 Dec, 2008 Posts: 33
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sorry for double post but..
no comments from anyone?
no opinion on the new reclaimables layout?
or any other stuff?
><
anyone think its ready to be releasd as the final version?
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regabond
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Posted: 17 Jun, 2009
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Joined: 19 Mar, 2007 Posts: 2453
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The new mass layout might work better. What's the mex numbers now for a player on the 2 person island compared to a player on the 6 person island?
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Kenquinn
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Posted: 17 Jun, 2009
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Joined: 05 Mar, 2007 Posts: 1724
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regabond wrote: The new mass layout might work better. What's the mex numbers now for a player on the 2 person island compared to a player on the 6 person island? There are 12 mexes each side + 4 in the middle so 6 Per player on the defensive side and 2 per player on the offensive side.
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the86th wrote: Lambda is weird, weird things happen.
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DarkVortex
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Posted: 19 Jun, 2009
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Joined: 20 Dec, 2008 Posts: 33
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? are you sure you counted right? or have you got the wrong version?
or am i delusional?
i thought i placed, 6 mex per players, with 4 extra in the middle and 4 extra on the 2 player island,
1 hydro per player with 1 extra in middle and 1 extra on 2 player island.
anyways.. you guys think thats too much for the 6 player side?
maybe i should decrease it to 5 mex each? for the 6 player side, and give the 2 player side 2 more extra mex? i think the reclaimables seem to be fine, but thinking about putting 1 more hydro on the 2 player side so they both have 2 hydros each?
any ideas?
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Kenquinn
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Posted: 19 Jun, 2009
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Joined: 05 Mar, 2007 Posts: 1724
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DarkVortex wrote: ? are you sure you counted right? or have you got the wrong version? or am i delusional?
i thought i placed, 6 mex per players, with 4 extra in the middle and 4 extra on the 2 player island,
1 hydro per player with 1 extra in middle and 1 extra on 2 player island.
anyways.. you guys think thats too much for the 6 player side? maybe i should decrease it to 5 mex each? for the 6 player side, and give the 2 player side 2 more extra mex? i think the reclaimables seem to be fine, but thinking about putting 1 more hydro on the 2 player side so they both have 2 hydros each?
any ideas? I had the 1.5 version... Not the 1.6 there was no 1.6 on supcom files when I grabbed it.
Edit: Just got 1.6 and checked there are 4 extra on the 2 player side + a extra hydrocarbon. Sorry for the confusion.
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the86th wrote: Lambda is weird, weird things happen.
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DarkVortex
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Posted: 20 Jun, 2009
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Joined: 20 Dec, 2008 Posts: 33
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so what do you think of the balance? any good?
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