Author Topic: TSA_Northwind  (Read 2872 times)

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Offline Snyp3r

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TSA_Northwind
« on: July 29, 2011, 06:51:43 AM »
Update 8/11: Hotfix v0.3 released and available on http://mwllmaps.com
Changes:
    Replaced dropships with mech hangars. Dropships were too buggy.
    Removed repair bays. They were detracting from gameplay.
    Changed minimap shading to hopefully be easier to read.

Update 8/9: v0.2 released and available on http://mwllmaps.com
Changes:
    Fixed ocean reflections being visible outside map boundary.
    Added two new dropship spawn points.
    Added two repair bays (marked on minimap).
    Minor visual tweaks.

Update 7/30: Now available to download and auto-download on http://mwllmaps.com/

Update 7/29: Added some indestructible trees, sparse enough to not cause major problems for pilots, but beautifies the map significantly. Also added power pylons running across the map for some extra visual flair. Repositioned spawns to NW/SE corners (thanks, Sucker). Still can't upload to MWLLMaps, but hey, at least I can make the map look better in the mean time!

Finally got around to downloading the Mod SDK earlier this week after Fred Sampson was telling me about his experience with it and I've been working a bit on a new map. I missed some of the MW4-style maps with big, open terrain, lots of hills, and freedom to go wherever you wanted without any cliffs or mountains in your way, so I tried to make my own map with a layout along those lines, designed with no respawn ToS mode in mind. Here's what I have so far:


7/28 - Screenshots & minimap: http://acesnyp3r.imgur.com/tsanorthwind
7/29 - New screenshots & minimap: http://acesnyp3r.imgur.com/tsanorthwind_729
8/9 - New minimap: http://imgur.com/Va3M4
8/11 - New minimap: http://imgur.com/SwfEa

Features:
5km by 5km playable area.
VTOL/aerospace enabled.
Hill terrain in central area, surrounded by open, shallow slopes.
Heavy fog in low areas, clearing at higher altitudes.
« Last Edit: August 11, 2011, 08:14:08 PM by [A] Snyp3r »

Offline -SM-SUCKER

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Re: TSA_Northwind
« Reply #1 on: July 29, 2011, 08:15:47 AM »
I have not seen the real map yet, but the minimap indicates that battles will only be fought in the middle-northern part. Because it is the shortest way between bases.
As seen on most TSA maps, the main fighting will go on somewhere between the two bases. Marshes for example is usually (pub play) only used in the western parts. The east may be used for some flanking, but the main fighting ground is in the west.
So if you place both bases in the opposite corners, chances are higher that more of the map is used.

Check out Sandblasted, too. While the direct route would be through the valley, the fighting usually develops around the northern pyramid. No one wants to be trapped in the middle, lower part.

Offline [CG]Anastasius Focht

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Re: TSA_Northwind
« Reply #2 on: July 29, 2011, 09:25:28 AM »
It looks great, reminds me of the custom mercs map mission to mars.
Thanks for creating it
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Offline Stahlseele

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Re: TSA_Northwind
« Reply #3 on: July 29, 2011, 11:04:47 AM »
Northwind needs Woods. Period.
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline ~SJ~MausGMR

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Re: TSA_Northwind
« Reply #4 on: July 29, 2011, 03:02:29 PM »
I'm hoping to play this in our KoS match this weekend. It fits into my desire to see more 'redux' style maps in MWLL, that are more focused around playability than making some kind of museum master piece. Nice work dude, looks good to me.


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Offline (TLL)CapperDeluxe

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Re: TSA_Northwind
« Reply #5 on: July 29, 2011, 03:09:14 PM »
Play my free open source web game MiniMek - Urbie Defense!  Its "mega fun" but with mini meks!

Offline Snyp3r

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Re: TSA_Northwind
« Reply #6 on: July 29, 2011, 07:25:08 PM »
So if you place both bases in the opposite corners, chances are higher that more of the map is used.
Yep, I was considering trying this to see if it would help. Had some other ideas too with regards to increasing traffic in the southern areas, I'll see what I can come up with.

Northwind needs Woods. Period.
I'm going to hold off on adding really dense woods at the moment, because I want to make sure it performs okay with the grass. I'd rather have a somewhat barren looking alpha map than one that runs like garbage.

mwllmaps.com

do it
PM'd KingLeer a few days ago about getting an account there. As soon as he's able to get back to me on that, I'll get it uploaded. :)

Offline (TLL)CapperDeluxe

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Re: TSA_Northwind
« Reply #7 on: July 29, 2011, 07:30:56 PM »
looks good though, and maybe its ok not to have many trees, I mean there are such things as rolling plains where there's sparse trees.  Maybe for filler put in some fences and some sheep or something :)
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Offline Stahlseele

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Re: TSA_Northwind
« Reply #8 on: July 29, 2011, 07:31:56 PM »
i can understand the thing about the alpha needing to run smoothly . . but northwind should have some serious woods going on, when it's finished . . maybe a mix between clearcut and kagoshima trees? O.o
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline SquareSphere }12thVR{

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Re: TSA_Northwind
« Reply #9 on: July 29, 2011, 07:40:10 PM »
just be wary of "insta pop" trees.  I know Ancient Demise had issues with that in his early builds of lost paradise.
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Offline Aidan

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Re: TSA_Northwind
« Reply #10 on: July 29, 2011, 08:55:24 PM »
Quote
Maybe for filler put in some fences and some sheep or something


And where exactly do we find these sheep?   :o


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Offline Snyp3r

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Re: TSA_Northwind
« Reply #11 on: July 29, 2011, 09:26:27 PM »
looks good though, and maybe its ok not to have many trees, I mean there are such things as rolling plains where there's sparse trees.  Maybe for filler put in some fences and some sheep or something :)
This was basically my plan. Add some sparse trees and a few patches of forest, but with a grassland/steppe theme as the dominant terrain.

Unfortunately, adding trees is no small task. To my knowledge, the vegetation tools can only be used with the Crysis trees which aren't destructible. This means that I'd have to manually add somewhere on the order of 3000 destructible tree entities by hand, and I have no idea if that's even viable considering the negative performance impact they can have.

Offline AlfalphaCat

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Re: TSA_Northwind
« Reply #12 on: July 29, 2011, 11:09:41 PM »
It looks good even without trees.  I don't see that it needs them, but a few wouldn't hurt.  Or just use some scaled up bushes as they are not solid. 
Would be really cool if you put something like cairns in spots as markers/landmarks. http://en.wikipedia.org/wiki/Cairn

I personally have no problem with indestructible trees from Crysis being used, just needs to be done right. :) :)
 

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Offline VictorMorson

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Re: TSA_Northwind
« Reply #13 on: July 30, 2011, 08:50:19 AM »
I think the power lines and such really added a ton to the map.



As a side note, Northwind is a very diverse planet (check it out on Sarna), so it doesn't really need massive trees or anything.  There's lots of areas with rolling green and sparse trees, which I think actually is probably a good compromise - the thick trees is the worst part of maps like Clearcut in both performance and gameplay.

As a side note, I'm glad Snyper chose the nice lush green environment.  There's a surprising few currently in MWLL!  We have 4 desert maps but only 1 temperate grass map.  So I'm glad to see it.  Hell, I'd love for the map to possibly get an official addition, because it has the kind of freedom-of-movement game play that I think the best maps do, and feels really polished and not rough like a lot of custom maps, once it's tested out a little more.
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Offline -SM-SUCKER

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Re: TSA_Northwind
« Reply #14 on: July 30, 2011, 10:20:16 AM »
Looks really cool. But without any cover, this map will suffer greatly from LRM and Arrow camping and general long range engagements.