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Replying to Huge Map for DC and SS... but unavailable, help me recover it !


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Spikeyaesthetic

Posted 05 October 2020 - 06:32 AM

I should have been more concise when it came to describing "middle of the row." I was referring to the northern row of starting positions. There is another 3x slag deposit point to the north of the station walls, outside of the station itself, within rushing distance.

 

The Tau markings can be seen in the screenshot attached to the download on ModDB, yellow markings on the ground near the burning spaceport model. It is no big deal really, just that one bit with alien text stood out, if not for that I probably wouldn't even have noticed it. 

 

Seasoned means experienced. Also no need to add SS decals, most online play is done with SS anyway.

 

And the thing about strategic points still needs testing, maybe it's fine and I'm overreacting, thinking there's just too many of them & too close to each other.

And you should always try to make maps more "player vs. player" oriented. Your map is amazing, I can see it being incorporated in something like Ultimate Apocalypse one day, the scale seems perfect for a game with titans. But for that it needs balance.

Good luck.


KebaxKapak

Posted 04 October 2020 - 11:39 PM

 

 

And one final thing - the map uses a lot of SS exclusive details.

 

Maybe I could add a decal folder in the download pack for the next release, but I didn't make all those decals so I fear it wouldn't be "right", I don't know


KebaxKapak

Posted 04 October 2020 - 11:25 PM

No kidding when the author called it huge. Now - to criticism: slag deposits. They are not just decoration, they have a very important role in competitive play. Although it makes sense to place them in front of a row of factory models, this gives a massive power boon to the player(s) starting in the middle of the row. Maybe space the 3 deposits out between the 4 starting positions, that should even things out a bit.

 

Yeah the idea was to had a strategic importance to the station it self, taking the middle of the map becoming a necessity.
The fact is that no player is beggining in the middle of the map, every starting positions are in the corners.
Maybe I'll add some slag deposit in the corners but in that case I fear the station would lose a bit of strategic importance.

But I think i'll make several editions of the map, with different localisations for the starting positions. I'm thinking about a siege scenario in wich the first team would be entrenched in the station and the other team(s) would be dispached in the corners.

 

 

 

Also there seems to be an overabundance of clumped-together strategic points at key points of the map, potentially making it difficult to take said points from a player who has already entrenched themselves there, especially given the current power generation disbalance. Players who start out at the edges of the map would have to footslog infantry across great lengths only to get shot up in the middle of the map, while the middle player would take it with ease with the help of easily available vehicles thanks to having a whopping power generation rate.

 

 

I'm not sure I understood this point (My english needs some improvement) but from what I understood there are too many strategic points placed together in the middle ?
I like the idea of making things difficult for the human players but I have to admit something : I rarely play against human players, not to say never (my computer is an amount of buggs and shit, slowly dying), so I admit I designed the map to make things difficult for the player 1,2,3 and 4 who start at the bottom corners of the map. Notice that I gave a lot of imperial twin bolter turrets to the player 7 and 8 at the top right corner of the map. The map is disbalanced and that was a will. But I'm realising that most of players maybe plays human vs human, so I'll make a more balanced version of the map without the turrets and I'll re-think the placement of the strategic points.
But maybe explain me what you wanted to tell me in this point cause I'm not sure I understood all.

 

 

 

 

Another minor design detail: you shouldn't use obvious Tau details in Imperial settings. Noticed some yellow Tau markings on the ground of the station. An Imperial station would never allow anything xeno on their grounds. That is all I noticed at first glance, I'm sure there is a lot I still missed given the grand scale of the map.

 

I guess an imperial station would'nt allow that haha, I just didn't noticed that I used Tau markings I just thought it was generate traffic marking, I'll try to find the marks you're talking about but I'm not sure wich one they are. May the Emperor forgive me for this heresy.

 

 

 

 

And one final thing - the map uses a lot of SS exclusive details. Although this should be obvious to seasoned players, maybe it is still worth a note. Aside from that - great work.

(Apologies for typos & grammatical errors.)

 

I couldn't tell which decal is an exclusive SS detail, I've always been playing on Dark Crusade and I encountered no problem (I just copied all the decals I found in the decals folder of my mod, so I guess it fixed any possible decal issues). I made a precision in the description of the map on mod DB that the player would need a lot of decals to fully enjoy the map and not to have pink "?" everywhere on the ground, I fear removing a lot of decals would be too much work for me, players would have to adapt, I'm sorry.
What do you mean by ""seasoned"" players ? (again, my english is limited)

 

 

Aside from that - great work.

(Apologies for typos & grammatical errors.)

 

Thank you and thank you for your review !
I'm glad I didn't work for nothing and I'm glad if people can enjoy playing on this new battlefield !
(no worry for grammatical stuff, I'm not english and I'm sure I make a loooot of errors too ^^)


Spikeyaesthetic

Posted 04 October 2020 - 08:51 AM

No kidding when the author called it huge. Now - to criticism: slag deposits. They are not just decoration, they have a very important role in competitive play. Although it makes sense to place them in front of a row of factory models, this gives a massive power boon to the player(s) starting in the middle of the row. Maybe space the 3 deposits out between the 4 starting positions, that should even things out a bit.

 

Also there seems to be an overabundance of clumped-together strategic points at key points of the map, potentially making it difficult to take said points from a player who has already entrenched themselves there, especially given the current power generation disbalance. Players who start out at the edges of the map would have to footslog infantry across great lengths only to get shot up in the middle of the map, while the middle player would take it with ease with the help of easily available vehicles thanks to having a whopping power generation rate.

 

Another minor design detail: you shouldn't use obvious Tau details in Imperial settings. Noticed some yellow Tau markings on the ground of the station. An Imperial station would never allow anything xeno on their grounds. That is all I noticed at first glance, I'm sure there is a lot I still missed given the grand scale of the map.

 

And one final thing - the map uses a lot of SS exclusive details. Although this should be obvious to seasoned players, maybe it is still worth a note. Aside from that - great work.

(Apologies for typos & grammatical errors.)


KebaxKapak

Posted 04 October 2020 - 04:36 AM

GREAT thanks to every one who helped me finding the files !

Specialy to Moreartillery who had the solution since the beggining in fact.

The alpha version of the big map is available on Mod DB with this link :
https://www.moddb.co...n#downloadsform

 

Hope you'll enjoy playing it and waiting for your reviews so I can make it better !


KebaxKapak

Posted 04 October 2020 - 04:33 AM

I'm glad you found it. I'll play it this week.

Cool !
Keep in mind that the map is not really finished.
Now I found the files I'm re-working on it to make it good.
I have to test and re-test it, add some details/decals and improve the ""passable/impassable terrain""


KebaxKapak

Posted 04 October 2020 - 04:29 AM

Says it's currently awaiting authorisation from ModDB admins - perfectly normal for new users, it was the same for me back when I first registered.

Cool then !


Moreartillery

Posted 04 October 2020 - 03:41 AM

I'm glad you found it. I'll play it this week.

Kasrkin84

Posted 03 October 2020 - 04:14 PM

Says it's currently awaiting authorisation from ModDB admins - perfectly normal for new users, it was the same for me back when I first registered.


KebaxKapak

Posted 03 October 2020 - 01:08 PM

Upload to ModDB if you wish to share. Maps usually go in the addons section.

Here it is !
https://www.moddb.co...n#downloadsform

 

Mod DB says it will be available in 24 hours (because I just registered or something like that).
Tell me if you manage to download the map and play it


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