Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 5:50 am
All times are UTC + 0
Switching Islands (2)
Moderators: Dawn of the Tiberium Age Staff
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 16, 2012 10:59 pm    Post subject:  Switching Islands (2) Reply with quote  Mark this post and the followings unread

A 2 player map with a small special feature. The player can use a "switch" to make the map bigger to the East or the West.
Capture the radar dome in the West to get access to the Tiberium field in the East.
Capture the radar dome in the East to get access to the Tiberium field in the West.
You have only a limited amount of Tiberium at your starting location and only one Tiberium island can be active at one point in time. So make sure the enemy doesn't has too long access to it. Twisted Evil

Name: Switching Islands (Naval map)
Player: 2
Size: 61x68 at the start, 80x68 with one of the Tiberium islands active

Preview start (click on the images for the full megamap preview)


West Island active


East Island active

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Dec 16, 2012 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

So what happens to your harvesters if they're still on the tiberium island when it becomes "inactive"?

_________________

Back to top
View user's profile Send private message ModDB Profile ID YouTube User URL Facebook Profile URL
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 16, 2012 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not 100% sure. I think they get stuck there until you get access to it again.
If they are already on their way back, they might manage to enter the map again.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Mon Dec 17, 2012 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Not 100% sure on this, but it's been my experience in single player mapping for TS:CO that the AI will often times pay no attention to the visible area on a map. Or at least if they are on the outside of it...it won't prevent them from coming in.
(Noticed this in my City Defense map where an active small Nod base kept producing units and sending them at me despite being off the side of the map and even after removing the production facilities they would still send the pre-placed units from the outside area in on occasion)

So I think there's a good chance the harvester will find it's way back. But...only one way to truly find out.
If it doesn't...then well...more reason to make sure you keep your side open.

Interesting idea btw. Could also have another map use a timed expansion perhaps. Like every so many game tics a different side of the map opens up for more terrain with warning a little bit before hand so you can order troops out of there if needed. I wish it was plausible to reduce the area view within 2 of 4 starting positions and then to have an objective of capturing something in a buffer zone to allow access to the other start positions.
so like Starts 1&2 can see start area 1&2 and the buffer zone but not start area 3&4 and vice versa. Would be even cooler if it could be made so that the map expansion only happened for the teams who captured the array that way both teams would have to try to capture it before putting up the real offensives.


though i am curious to know if you, LKO, have come across things getting pushed by the boarder of the map. For example, in my Yelcraz Island map when I used the trigger all of my civis got pushed to the visible area when placed outside of the visible area. or maybe they moved into the visible area relatively quickly rather....never payed it that much attention just know they always ended up at about the spot where the border was initially.

_________________
Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 17, 2012 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

The AI pays attention to the visible area. In general you can say the AI can't leave the map, but it can enter a map if it's outside of it. If the AI entered a map from the outside, the unit isn't able to leave it again.
There are however some exceptions:
-a unit follows a script and thus leaves the map due to a waypoint outside the map
-an aircraft lands outside the map (aircraft are bugged here as they often move outside the map)
But normal AI units that simply follow a search and destroy order don't leave the map. They can only enter a map.

Yes, i thought about a 4 player map, where the map expands clockwise North, East, South, West in a certain interval. Though i think that this can be a bit unfair if the timing is right for the player that can profit first from it. (e.g. the player at the start for which the expansion ends, when he just builds his first refinery. The next player would have the advantage because he just build his first refinery and thus could use the expansion)
It's also problematic since you can deliberately build buildings in the expansion area, which makes these buildings impossible to attack as long the expansion is at another players location. e.g. Powerplants, conyards and superweapons even work for the player when placed outside the map.

It would be also cool if new players could join a map during a running game and this way raise the accessible map. But that's not possible unfortunately. I tried to place some starting locations outside the visible area, but the unnits were moved into the visible area right at the start.

I only noticed that a house Special helitrans moved into the visible area (haven't tested it with ground units). But Neutral units like Visceroids and Neutral Civilians stayed outside.
It might be that with Paranoid=yes, even Neutral units will move into the map, because the AI is their ally and they got the explicit order to attack the human player or defend another AI. (But in my tests i only had Paranoid=no)

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1588s ][ Queries: 11 (0.0085s) ][ Debug on ]