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New Maps Part Two


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#1 evilbobthebob

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Posted 05 December 2011 - 02:06 PM

As promised, here is the second news post about the new maps coming to Phoenix Rising with the release of version 1.2. I hope you'll enjoy fighting on them as much as I enjoyed making them!

Denon

We begin with the grey ecumenopolis of Denon. Situated in a strategically important hyperlane intersection, this is an important world to control in many campaigns.

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The landing zone at Denon offers a number of paths to the main base, and provides ample space for heavy equipment to be landed.

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The long, wide streets are excellent for walkers and speeders alike. Infantry can shelter between some buildings to keep them out of the line of fire.


Champala

Altogether a nicer planet than Denon, Champala is an oceanic world, home to the Changrian species. Its rapidly changing tides meant that the native coastal cities are adapted to being partially submerged for extended periods.

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One of the coastal cities of Champala nestles below an eroded cliff face.

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Repulsorlift vehicles are recommended for attacks on Champala and all oceanic worlds, though walkers and wheeled tanks can ford some of the shallow sand banks.

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The base on Champala is set on massive concrete foundations with heavy drainage pipes to keep the worst of the tides away from the main structures.


New Alderaan

Far in the Outer Rim, New Alderaan is, as the name suggests, the homeworld of Alderaanians who escaped their planet's destruction. Much like Alderaan, it is a temperate world, though with strong seasonal variation.

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A landing zone directly outside the main base, this should be held by defenders for as long as possible. It provides an excellent flaking route for attackers.

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Deep in the mountains, this pass can be used to ambush attackers or flank round heavy defences.

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AT-ATs emerge from the mist to assault the New Republic defensive line. The forest can provide cover for ambushing infantry.


Ord Biniir


A relatively unimportant world in the Outer Rim, Ord Biniir was covered in canyons and as a result, favoured by podracers.

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The initial landing zone on Ord Biniir gives attackers a number of different canyons to choose from, some leading to the enemy base, some going to more hidden corners of the map.

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The main base on Ord Biniir, built on one of the plateaus separating the winding canyons. Part of the rear base wall has collapsed, giving attackers an alternate route and providing defenders with a way to reinforce their ramp if necessary.

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The main canyons surrounding the base. If turbolaser defences are present, heavy vehicles or anti-vehicle infantry are a must!

Well, that's all from me for a while. I have plenty more maps in the pipeline. Other big map changes in 1.2 include revamped structure positions in Galactic Conquest: now your ISDs can navigate those station defences! All space skirmish maps have been scaled up too, so starbases can no longer bombard each other as soon as the battle begins and ships can pathfind much more effectively.

Edited by Phoenix Rising, 05 December 2011 - 06:46 PM.

Phoenix Rising, head of mapping. Thanks to everyone who got us to the position below!
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#2 Madurai

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Posted 05 December 2011 - 04:43 PM

Heavens! What's that landspeeder with the open gun mounts in the first Denon picture?

#3 Aizen Teppa

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Posted 05 December 2011 - 05:13 PM

Looks great. In particular Denon & Champala.

#4 Ghostrider

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Posted 05 December 2011 - 06:38 PM

Heavens! What's that landspeeder with the open gun mounts in the first Denon picture?



That's the KAAC Freerunner. An altogether awesome assault vehicle for the Rebel Alliance.
The one in view looks like the Freerunner Mark II with 2 anti-infantry blaster cannons and a single Anti-vehicle laser cannon. It's fast, well armored and can take on a range of threats and is the Alliance answer to the AT-AT. They come in a platoon of 6 vehicles.
In fact, some AT-AT academies use KAAC Freerunners in their simulators to train walker crews! :cool2:

#5 Phoenix Rising

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Posted 05 December 2011 - 07:03 PM

It's a real military combat assault vehicle! Which is undoubtedly shocking, since all the official RTS games make the Rebels fight with converted mining equipment.

Also, the third Denon screenshot is the one with the Storm IVs in the land post (although it's a beta version of the map that I was testing). Snuck it in there after the "map made for this mod" line to see if anyone would notice. The immediate next shot is of evilbobthebob's Tatooine (note twin suns).

Edited by Phoenix Rising, 05 December 2011 - 07:07 PM.


#6 josh6

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Posted 06 December 2011 - 04:02 AM

Hi all. I've been following the progress here for months and its spectacular!
Keep up the good work.

My only question is what is the difference in the scale of the maps compared to the original game?

#7 McDman

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Posted 06 December 2011 - 05:33 AM

You gentlemen never disappoint! The maps look fantastic, can't wait for the new release. I'll be sure to take some scenic screen shots from the cabin of my AT-AT while I am squashing the Rebels.

#8 evilbobthebob

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Posted 06 December 2011 - 11:44 AM

Hi all. I've been following the progress here for months and its spectacular!
Keep up the good work.

My only question is what is the difference in the scale of the maps compared to the original game?


In terms of PR's scale, most new land maps are roughly 1km x 1km. Space skirmish maps have all been increased in size by 50%, sometimes more.

Edited by evilbobthebob, 06 December 2011 - 11:44 AM.

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#9 josh6

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Posted 08 December 2011 - 03:29 AM

Ok so how large were the maps land maps originally?

#10 Kitkun

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Posted 08 December 2011 - 04:27 AM

Quite looking forward to this. Having to consider how to fight in each different area rather than one strategy for a dozen planets is one of my favorite things.

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#11 Gumballthechewy

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Posted 10 February 2012 - 02:19 AM

Ok so how large were the maps land maps originally?

I'd like to know aswell. So the new ones are one square kilometer, but what where they originally?

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#12 evilbobthebob

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Posted 10 February 2012 - 11:22 AM

Originally land maps were between ~600m to ~1000m per side using PR's current scaling. Using vanilla scaling, that actually translates to roughly half that amount, so the biggest vanilla maps were only about 500m per side.

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#13 Henry X

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Posted 11 February 2012 - 01:05 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.

#14 Gumballthechewy

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Posted 11 February 2012 - 01:07 AM

Originally land maps were between ~600m to ~1000m per side using PR's current scaling. Using vanilla scaling, that actually translates to roughly half that amount, so the biggest vanilla maps were only about 500m per side.

Nice!! :D I can't wait!

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#15 evilbobthebob

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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.

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#16 Phoenix Rising

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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.

#17 Henry X

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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.

#18 Gumballthechewy

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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?

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#19 sargeantsandwich

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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

#20 Phoenix Rising

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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.



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