Author Topic: TC_Flatlands Update (March 1st): V2.5 Release!  (Read 2498 times)

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Offline linkinfrost

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TC_Flatlands Update (March 1st): V2.5 Release!
« on: December 25, 2011, 01:28:21 AM »
3/1: V2.5 is available!
Today I bring you another very significant update to Flatlands. Given how much its changed since v1 I was tempted to rename it and start a new thread.

Download Link: http://www.mwllmaps.com/maps/TC/TC_Flatlands_v25.zip

I've tried to incorporate the massive volume of feedback given since v1:
- Base turrets through the main dustbowel have been removed entirely.
- New bases! The outer grids which previously had only AA turrets now has repair bays and BA spawn. Additional spawn points should make it harder to get pushed all the way back into your starting base.
- A shortcut from the IS starting base into the main combat area has been added. IS used to have a longer run to get to the fight.
- Updated bases: The central bases have been expanded significantly
- Much better visuals: New ToD / Skybox / Terrain Texturing.
- Smaller trees to help you feel large. Down 50% from the original size.

New Visuals:





2/9 Note: V2.3 has been released.
This is a huge update which effectively reworks the entire map. Rather than going into all of the details - come try it out! The map is now live on the =KoS= Bulldog server. Looking forward to your feedback.

Download link: http://www.mwllmaps.com/maps/TC/TC_Flatlands_v23.zip


Old Visuals:






12/26 Note: V1 has been updated. New download link below. Changes include:
 - Additional cover added. Keep in mind this is not a camping map, so cover favors aggressive play.
 - Added air bases for both teams.
 - Reduced the height of the capture zones to make it a *bit* more difficult for aircraft to capture.
 - Reduced the height of the fog slightly to improve the look of the map, also counteracts the additional cover.

New download link: http://www.mwllmaps.com/maps/TC/TC_Flatlands_v1.zip

---

V1 of Flatlands is ready for release. Merry X-Mas all!

What is interesting about this map? This is the second map to use an area capture (vs. base capture system). Similar to base capture, having the most mechwarriors present in the grid will allow you to gain control. There are currently 6 grids available for capture - we'll see if this results in stalemates (doubtful).

My hope is that this creates a blended mode between TSA and TC. Your primary goal is to kill enemy mechs and get them off your turf. It prevents camping by requiring you to move forward into enemy grids.


[attachment deleted by admin]
« Last Edit: March 01, 2012, 08:22:18 PM by linkinfrost »

Online Spooky

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Re: TC_Flatlands
« Reply #1 on: December 25, 2011, 01:48:55 AM »
That screenshot looks very nice ;)

Offline Bobby

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Re: TC_Flatlands
« Reply #2 on: December 25, 2011, 02:40:39 AM »
Another quality map from the looks of it.

If I recall correctly, you made Ring of Fire too, right? That's an excellent map too! Keep it up, and you might end up with a cult following  ;D

Offline ELH_KillThemALL

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Re: TC_Flatlands
« Reply #3 on: December 25, 2011, 03:59:34 AM »
WhhhoooooA! I want this!!!




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Offline =KoS= Tripod

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Re: TC_Flatlands
« Reply #4 on: December 25, 2011, 04:22:28 AM »
That screenshot looks very nice ;)
this
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Offline CGB [Duffanichta]

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Re: TC_Flatlands
« Reply #5 on: December 25, 2011, 05:01:32 AM »
 :o woah the mountains...

Offline CGB [Duffanichta]

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Re: TC_Flatlands
« Reply #6 on: December 25, 2011, 05:11:47 AM »

Offline linkinfrost

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Re: TC_Flatlands
« Reply #7 on: December 25, 2011, 08:59:20 AM »
Snip...
« Last Edit: December 25, 2011, 09:13:39 PM by linkinfrost »

Offline Sesambrot

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Re: TC_Flatlands
« Reply #8 on: December 25, 2011, 12:26:12 PM »
I've had a look at it on my own server for a while, but also had some weird issues...
attached two screenshots first one shows the usual readings fro profile six, then for some reason on the second one the renderer jumps to about 100ms when looking at those rock formations right outside the IS base, I also found another one that gives me readings between 40 and 50 ms.
I have no friggin' idea, why because all other rock formations didn't have such an impact on my performance...
Is anything about the one in front of the IS base different to the other ones on the map, for example did you use a specific model or than you did in other places or maybe a different texture...

Anyways, in general I like the look of the map, but there is also one thing that worries me a bit.
While down in the valley the fog limits your view to about 500m (personally, 300m would still be enough ^^), the lack of cover in that area also makes it very easy to use long range weaponry such as lrms, atms and lasers (just wait for your reticule to turn red), and especially if you position yourself around the edges of the fog you are probably going to have an easy time missile/arrow-camping.
Also while on top of the hills/mountains around the map, the fog isn't as dense as it is down in the valley so you might be able to easily snipe down from there.
Would actually need to do a proper test to see how it actually plays, but a way to minimize that issue might be to have some more varied terrain in the center of the map, maybe a couple of small, steep hills that reach just above the fog, and a few more big rock formations similar to the ones around the cliffs on Sandblasted.
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Offline linkinfrost

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Re: TC_Flatlands
« Reply #9 on: December 25, 2011, 05:20:17 PM »
Sesambrot - Thanks for taking the time to do that!

I know exactly what the framerate issue is. I went overboard with some grass near those rocks. Luckily I can just shut off that layer and the framerate issue goes away.

In terms of cover - I've added more rocks around the map and added some slight hills under the rock formations to add more cover. I've also raised the fog level slightly, which makes the dustbowl area downright spooky.

I would like to run a test to see just how bad the camping is. There is definitely going to be a lot of carnage on this map but I'm hoping the grid system combats that (more on that shorly). With ring of fire I gave tons of heavily varied terrain. With this map I tried to design it in a way that even long range campers would need to commit to fighting (come down into the dust bowl to get into range) to increase the combat...

Offline strook

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Re: TC_Flatlands Update: V1 Release!
« Reply #10 on: December 25, 2011, 09:25:12 PM »
the map is great , ill put it on our server when it's up and running again.
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Offline RDL_Vitos

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Re: TC_Flatlands Update: V1 Release!
« Reply #11 on: December 26, 2011, 06:50:36 AM »
This good map. Beautiful.

I will try that our manager has started it

Offline ~SJ~Zathrus

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Re: TC_Flatlands Update: V1 Release!
« Reply #12 on: December 26, 2011, 06:35:45 PM »
Please let me know when you have updated it with additional cover and fixed the rock formation so I can try it  on Huntress.

Offline =KoS= Tripod

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Re: TC_Flatlands Update: V1 Release!
« Reply #13 on: December 26, 2011, 09:06:38 PM »
flatlands, y u so hilly?
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Offline linkinfrost

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Re: TC_Flatlands Update: V1 Release!
« Reply #14 on: December 26, 2011, 09:53:17 PM »
I've made a few significant updates since yesterday. Looking forward to seeing the map on huntress!

Changes:
- Additional cover added. Keep in mind this is not a camping map, so cover favors aggressive play.
- Added air bases for both teams.
- Reduced the height of the capture zones to make it a *bit* more difficult for aircraft to capture.
- Reduced the height of the fog slightly to improve the look of the map, also counteracts the additional cover.

New download link: http://www.mwllmaps.com/maps/TC/TC_Flatlands_v1.zip

Please let me know if you add the map to your server rotation. I'm very kean to join a few games and see how the map flows.