Jump to content


Replying to New Maps Part Two


Post Options

  or Cancel


Topic Summary

evilbobthebob

Posted 14 February 2012 - 08:23 PM

The difficulty with map making is usually coming up with a fresh idea then implementing it in a way that is consistent with the mod and the planet. The mapping itself isn't too hard once you have the techniques down, but the techniques take time to learn. As with any creative endeavour, the ideas are the hardest.

Henry X

Posted 14 February 2012 - 08:10 PM

Sounds good. And you are constantly working (when you have the time of course)?

Either way, impressive. How easy is it to make maps? Or hard?

evilbobthebob

Posted 14 February 2012 - 01:04 AM

I wish! I have redone all of the space maps, though I haven't added any more, and the fixing on those was mostly structure location to ease pathfinding. Otherwise, I have bugfixed all the maps on which I know there to be bugs, and produced the new maps mentioned in this series of posts, i.e. six land maps.

Henry X

Posted 14 February 2012 - 12:31 AM

So how many maps have you guys finished or redone? All of them?

Phoenix Rising

Posted 13 February 2012 - 07:10 AM

That would be v1.1 land combat. The fact is, we're not a true simulator: there are gameplay considerations.

To be frank, I think you're worrying about something that's not an issue. My criticism of Hypori has to do with the number of patches they used, not the contents.

sargeantsandwich

Posted 13 February 2012 - 07:10 AM

Have you really never spent half an hour trying to find one random leftover unit on some huge map? Eventually you'll auto-resolve out of frustration, but unless you can see the whole map it's better not to make them like that in my opinion. I like the idea of having some more open maps- give it a Battle of Hoth look with an open battlefield. Just so long as it fits in with the planet and doesn't occur too often, or like evilbob said it'll get boring

Gumballthechewy

Posted 13 February 2012 - 05:21 AM

The maps should never be so large that you can't find the enemy. That's how Hypori currently plays - especially since it's a remote, uninhabited planet. I don't think it makes for the best battle, but you'll be able to judge for yourself.


In my opinion some maps should be huge open and boring and some should be small and confined. For example, in real life there's places Vietnam: dense jungle, nearly impossible to navigate and to field tanks and what not but then there's places like Iraq: large open spaces and plenty of room. I know this isn't real life but why not try and make it as realistic as possible?

Henry X

Posted 12 February 2012 - 05:22 AM

As long as the map is good I won't complain. And from what I can tell, your maps are far from boring.

Phoenix Rising

Posted 11 February 2012 - 05:31 AM

The maps should never be so large that you can't find the enemy. That's how Hypori currently plays - especially since it's a remote, uninhabited planet. I don't think it makes for the best battle, but you'll be able to judge for yourself.

evilbobthebob

Posted 11 February 2012 - 01:16 AM

In layman's terms, you've doubled the size of the maps? Not bad.

I have one qualm and it's a small one. Could you make open maps a tad bit larger? Hoth would a larger map since there wouldn't be much detail on it.

Granted, damn, forgot what I was going to say.


Problem with large open maps is that they are really, really boring to play on. While you have a lot of flanking options due to the openness, you lose a lot of ability to make interesting ambushes and the like. It also makes it very difficult to shelter from long-range units. Finally, I avoid large open areas because they are difficult to design as a mapper. They look bad. Slotting a base into completely open terrain while still remaining defensible and looking good isn't particularly easy. However, you'll probably be glad to learn that both Tatooine and Chandrila are relatively open and spacious.

Review the complete topic (launches new window)