Posted: Sun Apr 18, 2021 11:24 am Post subject:
--- BLACK SEA ---
Great little map with elements of politics and diplomacy.
For games in 2v2v2v2 format. It's hard to believe, but its size is slightly smaller than the Tsunami map.
The battles on this map are always intense and interesting. And not as long as on the Oceania map.
A protected fortress in the corner of each island gives you the opportunity to take refuge there when your main territory is occupied by the enemy.
Do not play this map in 4v4 or 2v2 format. The concept of this map is in a 2v2v2v2 game, politics and balance of power.
HI
I have downloaded this map from cncnet already
It is an impressive map and design however it has some problems
Top-Tip: Resize map previews so they can be seen in smaller resolutions and on 1 screen
There are numerous issues with cliffs within the map. Although some are fixed there is still a significant amount of errors within the map, an example is provided below. This means you cannot directly send infantry and vehicles across the map, and are forced to move slowly which is boring.
Out of the map area, there is an empty, height 0 border to the map. I suggest removing this completely, such as using the Map Resize Tool to accurately do this. You can get this Here
Example also provided below
Top-Tip-resize the map preview. helps a lot if people can see the map preview in one screen without having to zoom out or move the screen to the left/right to see anything
Still, this is a brilliant design and i hope for more!
Hopefully when I get time I can start sending some maps myself
cliff bug example.png
Description:
Cliff bugs which will cause pathfinding.
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empty edge.png
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Empty edge which pointlessly takes up file space and increases map size
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_________________ I am a returning mapper for YR, I am also learning Blender, as well as knowledge of developing CnCNet client themes and basic modding.
I mainly map for Rise of the East but i do have a mapping server on discord
Here for YR and TS Mappers.
If you have any map/blender requests/recommendations feel free to message me QUICK_EDIT
Thanks for the compliments, the map really turned out to be very good. In my personal rating, it takes an honorable second place after Oceania.
An empty area with a height of 0 was added after the map was released. Red Alert 2 has a reconnection error problem due to a gap generator at the edge of the map. Adding space around the borders of the map solves this problem.
I did not understand what the problem is with the movement of units. I have not encountered any problems with this. You mean there is a bottleneck at the entrance to the edge of the cliffs? This is not a big problem as it is. this is not a transit zone, but a dead end. There's nowhere to go. These sites are needed to protect the port water area with prisms or desolators.
(UPD: Now i understand what you mean. I had to save space, so in narrow places and on the central island I built cliffs without these elements, however, the absence of these elements of cliffs does not affect the movement of units in any way.
When I test a map prior to release, I make sure to test all the bottlenecks and slopes. I drive units here and there. You can check it yourself, for example, by dropping tanks at one entrance to the central island, and sending them to another entrance. They pass in both directions without stopping.
But if you find any problem, show me on the image the start and end point of movement of the units along the route on which the problem occurs. I'll take care of it.
But there should be no problems.)
As for the previews, I'll try to redo them later.
On the cncnet forum, uploaded images are automatically resized. I'm new to this forum, so I don't know the specifics. QUICK_EDIT
Hi
Upon further testing yes the pathfinding works. i recalled playing on the map and vehicles/infantry refusing to move at the time
I'm assuming this is on an older version
I have never heard of the reconnection error with gap generators on the side of maps before, so that is interesting!
Quote:
I'm new to this forum, so I don't know the specifics.
Same here
My only comment is the overlay on cliffs looks stupid but if i complain anymore i'm just being picky
overlay_on_cliffs.png
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_________________ I am a returning mapper for YR, I am also learning Blender, as well as knowledge of developing CnCNet client themes and basic modding.
I mainly map for Rise of the East but i do have a mapping server on discord
Here for YR and TS Mappers.
If you have any map/blender requests/recommendations feel free to message me QUICK_EDIT
You shouldn't put walls on cliff edges (or any impassable terrain), units will try to crush them & then get stuck on the cliff tiles. _________________
Putting cliffback pieces within flat land will cause pathfinding issues, the game handles contiguous blockages well, but the moment you have to go around single tiles you add additional turns for which there are a limit. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
You shouldn't put walls on cliff edges (or any impassable terrain), units will try to crush them & then get stuck on the cliff tiles.
Yep, even if they have no reason to, units will go out of their way to crush walls and fences. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Did you add OmniCrushResistant=yes to the walls too, to stop the Battlefortress from crushing them?
I don't know anything about Battle Fortress. I play RA2.
Perhaps I will add this line in the next release of the new version, if the problem is confirmed.
In case someone will play on this map YR, pay attention to whether such a problem arises and write here. QUICK_EDIT
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