Phonan Posted February 12, 2007 Posted February 12, 2007 I've created a new scenario, "The Labyrinth." This takes place in a maze of canyons on Juda's Reach. It's rather small (my version of Terragen is unregistered,) but I hope everyone enjoys it. Any constructive criticism will be appreciated, as this is my first scenario.
Phonan Posted February 12, 2007 Author Posted February 12, 2007 The scenario can be found here: The Labyrinth
poesel Posted February 13, 2007 Posted February 13, 2007 I like thats a very small map and the general setting is nice with the very restricted movement. On the downside its a bit bleak. Thats explained by the background story but still the eye needs some candy. There are also no buildings which makes objective a bit strange. The terrain is very flat in some places which does not look good. OTOH too many mountain ridges are simply impassable. Especially the SE corner has only one entrance IIRC. That imbalances CTF since the NW flag is accesible from several sides. My proposal: create some 'noise' on the flat areas, soften up some of the ridges to create passes, put some green in the valleys and balance the map better. And: more buildings. That wouldn't go with the background story but what if that map had lots of neutral conquerable AA and AT towers? A tower is harder to kill than a turret and its possesion could make the owner of the valley. Just a thought.
Phonan Posted February 13, 2007 Author Posted February 13, 2007 Thank you for the ideas. I'll work on that, especially the buildings. One big problem with the size, though, is AA coverage (try dropping a Bacchus,) so I'll have to use Ions. Any ideas for other textures to use?
poesel Posted February 13, 2007 Posted February 13, 2007 Maybe take some textures from existing scenarios? Lots of green there. You shouldn't be worried too much about AA coverage because with the small size a reinforcement zone is never far away. Hmm, I don't know however, how the bots behave if everything is AA covered. Will they use the zone?
Phonan Posted February 14, 2007 Author Posted February 14, 2007 I'm working on the buildings soon. The eye candy is a good point; though textures don't fit with the story, I could try something else, such as switching the planet and getting an impressive skybox.
__Yossarian0815[jby] Posted February 14, 2007 Posted February 14, 2007 Originally posted by poesel71: Hmm, I don't know however, how the bots behave if everything is AA covered. Will they use the zone? I don´t think so. OTOH I was surprised yesterday when I saw a bot in an Apollo 20mm systematically killing sensor jammers.
aittam Posted February 14, 2007 Posted February 14, 2007 yep i quote poesel and jby it's a little bare and it's a little hard to organize a proper manouvre, I like that DS are kind of sitting ducks once they are in a canyon but to defend one base is enough to wait at the bottle neck and use AAA to prevent a drop directly inside, why don't try with limited resources?
Phonan Posted February 14, 2007 Author Posted February 14, 2007 Aittam, that sounds good, but does anyone know how to do that? I don't, but there are quite a few experienced modders here...
__Yossarian0815[jby] Posted February 15, 2007 Posted February 15, 2007 just an idea for this scenario: make the the center of the map (the objective) more , hmm, obviously important. the vision in my head sees a round courtyard with several entrances and a huge black monolith in the center
poesel Posted February 15, 2007 Posted February 15, 2007 ...and when the sun starts to shine on it you will hear a high pitched noise... Oh, and ape units of course! Phonan, if you like, I would give AT towers a try (not turrets - the big ones). Should be not to difficult to make and should make some formidable enemies.
Phonan Posted February 15, 2007 Author Posted February 15, 2007 That would be really cool if we could get it to work. At the moment, I;m working on adding towers, but the biggest problem is getting a cutter up on a hill to capture it. Your dropships often refuse to attempt to land you up there. Jby, I could change the texture near the objective; would that be good? And aittam, thanks, I will try that.
__Yossarian0815[jby] Posted February 15, 2007 Posted February 15, 2007 Originally posted by poesel71: ...and when the sun starts to shine on it you will hear a high pitched noise... hehe Can .ogg files be attached to a specific scenario? Attacking to "Also sprach Zarathustra" would be cool.
Phonan Posted February 15, 2007 Author Posted February 15, 2007 One question; I don't know if this has to do with the map or not, but right now, I can't log onto netgames. It says something along the lines of "This server is running a mod. Please install this mod before joining." Could this have to do with the map?
poesel Posted February 16, 2007 Posted February 16, 2007 Change Mod to Base and restart(!) DT. That should help.
Phonan Posted February 16, 2007 Author Posted February 16, 2007 Thank you very much Poesel. It was, I suppose, a small thing to be afraid of, but being new to modding, I thought everyone who'd downloaded my map was unable to join the server.
Phonan Posted February 18, 2007 Author Posted February 18, 2007 And, Poesel, AT Towers would be great. I've been dabbling with trying this myself recently, but actually with modding the existing Ion Towers. I thought if I turned off <AntiAircraftOnly> it would become pretty devastating. I was wrong- it does nothing at all to ground units, anyway. If you can get an AT Tower to work, though, I'd definitely appreciate it.
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