Author Topic: TC_Zoetemeer  (Read 2179 times)

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Offline CGB [Ancient Demise]

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TC_Zoetemeer
« on: September 22, 2011, 11:52:24 PM »
Want more sand? This should give you your fix!

Tired of sand? This should make you numb!
Thats right. You're fighting in a sandstorm.
 
This map is based on Mektek’s Assault Tech 1 map: Zoetemeer (city). This is low visibility urban combat at its best. This symmetrical map has a play area of 3072x3072 with a visibility of ~500 meters giving brawlers an advantage but still allowing scout/sniper teams to be extremely deadly.

This map utilizes duff’s converted elevator mechbays. Music is from AT1.

Download: http://www.mwllmaps.com/maps/TC/TC_Zoetemeer.zip

[attachment deleted by admin]

[attachment deleted by admin]

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline CGB [CoffiNail]

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Re: TC_Zoetemeer
« Reply #1 on: September 23, 2011, 02:33:30 AM »
Had a VERY fun run on this map last night, the map loaded and first thoughts were MW2! fapping rights! Visibility is low, but it is still nicely open that as long as you aim for the targeting bracket you can still snipe.  I for one thank you very much Dem for bringing us a fantastic map that we need, one with LOW visibility!



Offline ELH_KillThemALL

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Re: TC_Zoetemeer
« Reply #2 on: September 23, 2011, 04:47:10 AM »
Cool map! This fog - like soup! I have long waited for such a map!

But sometimes, probably due to desync problems, my Mech falls into a bay and I can not get out of the bay. You can do anything with it?




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Offline Cik

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Re: TC_Zoetemeer
« Reply #3 on: September 23, 2011, 10:55:03 PM »
i like the sandstorm. is there any support in the map-program for reducing sensor range?

Offline Cygma

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Re: TC_Zoetemeer
« Reply #4 on: September 24, 2011, 11:18:44 AM »
Nope.
<Insert cool content here>

Offline =KoS= Saber15

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Re: TC_Zoetemeer
« Reply #5 on: September 24, 2011, 02:58:16 PM »
Played it a day or so ago on the Ghost Bear's server, plays fine, but it's not much to look at.

Varying the height of the buildings would go a long way to making the map easier to navigate visually and make it more interesting to look at, like making it so that the buildings closer to the capturable side bases are lower to the ground, while it's highest at the center and the main bases.
Adding some wide roads would add to the visual complexity of the map without impacting performance.
Moving the side bases closer to the center, like so instead of being of in F7(?) they would be in E6 would help the speed; despite it being a pretty small map, it takes quite a while to move around.

Also, can you move the buildings like 20 meters closer to each other, so mechs can jump between them?  ;D

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Offline CGB [Ancient Demise]

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Re: TC_Zoetemeer
« Reply #6 on: September 24, 2011, 10:04:44 PM »
Closer buildings means more to be visible at the same time, but since I reduced the rendering range significantly maybe this won't be a problem. I'll definitely see what I can do to make jumping from building to building easier. I'm thinking about taller buildings the closer you get to the center to keep the symmetry. Keep in mind that the buildings themselves won't look all that different in textures unless I get the originals from mektek, its just the shapes that will be different.

This is the current layout for the bases:
(BB)=Main Base
(F)=Factory
(O)=Outpost


BB..........................F
...............................
...............................
.............OO.............
...............................
...............................
F..........................BB

These are the options I am thinking of changing it to:

(1)
BB..........................F
...............................
........F.....................
.............OO.............
......................F.......
...............................
F..........................BB

(2)
BB...........................
.....................F........
...............................
.............OO.............
...............................
........F.....................
............................BB

(3)
BB...........................
...............F..............
...............................
...F........OO........F...
...............................
...............F..............
...........................BB

(4)
BB...........................
.....................F........
........F.....................
.............OO.............
......................F.......
........F.....................
...........................BB

Please vote for option (1), (2), (3), or (4)

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline -AAA-

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Re: TC_Zoetemeer
« Reply #7 on: September 24, 2011, 10:24:36 PM »
My vote goes to (2).

Offline Bloodycrow

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Re: TC_Zoetemeer
« Reply #8 on: September 25, 2011, 12:00:51 AM »
I like (2) as well. Less bases means a faster game.


Offline CGB [Ancient Demise]

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Re: TC_Zoetemeer
« Reply #9 on: September 25, 2011, 05:47:27 AM »
Version 2 is done!
You can now jump a Shadowcat from rooftop to rooftop. There are 4 different building heights that vary throughout the city. The tallest tend to be in the center but most are spread randomly. The map is still symmetrical!

[attachment deleted by admin]

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline =KoS= Tripod

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Re: TC_Zoetemeer
« Reply #10 on: September 25, 2011, 08:13:07 AM »
Version 2 is done!
You can now jump a Shadowcat from rooftop to rooftop. There are 4 different building heights that vary throughout the city. The tallest tend to be in the center but most are spread randomly. The map is still symmetrical!
I thought they were ICBM launchers ???
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Offline ELH_KillThemALL

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Re: TC_Zoetemeer
« Reply #11 on: September 25, 2011, 10:15:02 AM »
Please add numbering to your maps, like this: 
TC_Zoetemeer[v1]
TC_Zoetemeer[v2]
TC_Zoetemeer[v3]... etc




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Offline Cygma

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Re: TC_Zoetemeer
« Reply #12 on: September 25, 2011, 02:31:49 PM »
But please include no special characters like [ and ] ;)
Those make handling stuff in the console / terminals more painful.
<Insert cool content here>

Offline CGB [Ancient Demise]

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Re: TC_Zoetemeer
« Reply #13 on: September 25, 2011, 06:03:07 PM »
Is there a way to do that without having to re-reference all the custom materials I use? I can do that in the future for large updates but for hotfixes it becomes very painful.

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline ELH_KillThemALL

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Re: TC_Zoetemeer
« Reply #14 on: September 25, 2011, 06:24:36 PM »
Is not it enough to save the corrected version of the map with a different title?




Pubs are boring!© Twinkletoes
Fundrops are fun!
Planetary League will makes me into ecstasy!