Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » BigMaps Editing
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Re: BigMaps Editing[message #327269]
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Mon, 28 October 2013 15:53
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mmm |
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Messages:63
Registered:May 2013 |
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Ah, the recent sectors actually look like a slight improvement over the earlier sectors in terms of the amount of... grass. I think I'll at least have some chance of seeing enemies coming before their company strong group swarms my mercs, if I position myself strategically... I'm now actually going to fleeing around the country just to find a good enough sector to fight enemies, simply because most sectors aren't. Also that will probably force me to use mobile militia bodyguards extensively(starting from Omerta) to just cover my sides and rear, and to have a chance of surviving the more ugly fights. Hard to imagine that the tactical map alteration will have impact on my strategic gameplay. Funny that my small elements of guerrilla-commando will find it more advantageous to fight in open terrain.
"Just don't tell me the better news is that when they are finished, the sectors will be fully occupied by grasses."
Seriously though, I think it's worth a while to consider keeping some sectors relatively grass free(besides urban sector, maybe deserts?) just to keep the map believable and add a little variety. Also... Help with my conquest of Arulco.
A quick question, I'm not into the technical details but I read that the tile sets are totally swapped out for new ones. So, how well will the new maps support barricade constructions?
[Updated on: Mon, 28 October 2013 15:54] by Moderator Report message to a moderator
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Corporal
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Re: BigMaps Editing[message #327280]
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Mon, 28 October 2013 20:15
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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mmmAh, the recent sectors actually look like a slight improvement over the earlier sectors in terms of the amount of... grass. I think I'll at least have some chance of seeing enemies coming before their company strong group swarms my mercs, if I position myself strategically... I'm now actually going to fleeing around the country just to find a good enough sector to fight enemies, simply because most sectors aren't. Also that will probably force me to use mobile militia bodyguards extensively(starting from Omerta) to just cover my sides and rear, and to have a chance of surviving the more ugly fights. Hard to imagine that the tactical map alteration will have impact on my strategic gameplay. Funny that my small elements of guerrilla-commando will find it more advantageous to fight in open terrain.
"Just don't tell me the better news is that when they are finished, the sectors will be fully occupied by grasses."
Seriously though, I think it's worth a while to consider keeping some sectors relatively grass free(besides urban sector, maybe deserts?) just to keep the map believable and add a little variety. Also... Help with my conquest of Arulco.
Well besides from grass being an asthetical choice, The countryside is getting a lot of grass and bushes and other weeds, because there is a simple and logical explanation, nobody is going to mow the meadows in the middle of nowhere
Of course I wont put large amounts of grass in the desert, that would be utterly stupid and also City Sectors (depending on the city though) wont get loads of grass, but the countryside will get a lot of grass, because of the reasons I stated earlier.
Hope you'll like it anyways
-Zombie
[Updated on: Mon, 28 October 2013 20:15] by Moderator Report message to a moderator
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Staff Sergeant
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Re: BigMaps Editing[message #327391]
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Thu, 31 October 2013 17:53
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mmm |
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Messages:63
Registered:May 2013 |
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I understand your decision, and from the preview screenshot, I certainly see you people made effort to not kill off any particular playstyle entirely, in my case sniping from distance. For the greenish sectors, I think sometimes it is an option to use the green floor instead of some solid foliage, if you don't want it to be too obscuring that is. That could mean the southern coastline or southeastern sectors, depending on how you want to interpret the strategic map.
Good to hear that the fortification is fully supported.
As this is the only big map I could find, I'll definitely try it out when it's finished. That is... Before you make it ANIMAS item only...
[Updated on: Thu, 31 October 2013 17:54] by Moderator Report message to a moderator
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Corporal
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Re: BigMaps Editing[message #327405]
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Thu, 31 October 2013 19:14
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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If by greenish sectors, you mean woods and jungles, there will be a lot of scrub there, as like the rest of Arulco, the woods and jungles are not neatly cultivated or been taken care of, by anyone. So if you think about Arulcean woods and jungles, primeval forests should be your mindset.
mmmAs this is the only big map I could find, I'll definitely try it out when it's finished. That is... Before you make it ANIMAS item only...
I am not quite sure if I understood your post right, but BigMaps and AIMNAS are sort of the same thing, you won't be able to get the one without the other, at least not in this particular case.
All the Maps I am currently making are for the AIMNAS BigMaps project and actually won't be easily interchangeable with the Vanilla JA2 version or other mods. (And to be honest, I am not sure how I'd feel if somebody just took all the Maps I've made and just put them into another Mod.)
-Zombie
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Staff Sergeant
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Re: BigMaps Editing[message #327426]
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Fri, 01 November 2013 02:04
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mmm |
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Messages:63
Registered:May 2013 |
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Well I just interpreted the shade of lighter green along the southern coastline is something less than full jungle or swamp, and I thought shorter, not so obscuring grass isn't that uncommon in Europe(you have better idea than I do). Of course, it's totally up to you to decide how you want the map to look like.
I do intend to use the map with other item mod(IoV). I asked about the compatibility in an earlier post, and from what I understand, an item free version will be released. Well, that will be good enough for me, since weapon caches never meant much to me in 1.13, and the absence of a few quest items or a few fixed enemies holding items make no sense or no item at all are manageable issues. I feel sorry if my intention to use it with mods other than ANIMAS make you feel bad. But I should say that I appreciate the work you have done, despite the fact that I find only a component useful to me personally.
And you never know, maybe the Chinese JA2 community will find the bigmap of particular interest to them, despite their unwillingness to give up IoV items. And unlike me, they seem to enjoy grass.
[Updated on: Fri, 01 November 2013 02:06] by Moderator Report message to a moderator
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Corporal
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Re: BigMaps Editing[message #327914]
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Mon, 11 November 2013 01:10
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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GambigobillaYay. This is great. I presume this will be an alternative BR drop-off point.
It might be, It might be not
GambigobillaIf you accept requests could you please make a sector with less vegetation so we could get a decent sniper vs sniper combat. All these trees and rocks block most of the bullets especially when snipers are hitting the dirt.
This get's asked quite often lately, unfortunately there are various considerations to deny that particular request again. On account of personal laziness I will refrain from writing those considerations and just quote myself:
Zombiehunter Well besides from grass being an asthetical choice, The countryside is getting a lot of grass and bushes and other weeds, because there is a simple and logical explanation, nobody is going to mow the meadows in the middle of nowhere
Of course I wont put large amounts of grass in the desert, that would be utterly stupid and also City Sectors (depending on the city though) wont get loads of grass, but the countryside will get a lot of grass, because of the reasons I stated earlier.
Hope you'll like it anyways
-Zombie
Without any disrespect I am also stating, like in a Real World countryside, in Arulco you will also have to make due with the countryside you'll get. There will still be plenty of ways to put your Snipers to good use though
Oh and not to forget, this is a screenshot made from the Tactical Overview map, so the "Grass infestation" actually looks worse than it really is
GambigobillaP.S: What are those green things at the top-right corner? Tiberium?
Oh yes indeed, Kane will make an appearance leading a third party against Deidranna and your Forces respectively No just kidding, the Sector North to this one, has some Jungle Flora and on account of continuity I've placed some Jungle plants there
-Zombie
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Staff Sergeant
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Re: BigMaps Editing[message #327915]
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Mon, 11 November 2013 01:10
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Yup. Looks very good. How 'derelict' does it look close up? Will there be broken planes/helicopters in that shed?
The 'plants are bad because they block bullets' is a very very annoying issue, even though we don't have the kevlar-grass we used to... This gets worse with non-standard projectile animations. I found my heavy bolter's fire constantly deflected by grass. Hmpf. Not as much as mapping issue as odd jsd/penetration values I guess.
GambigobillaP.S: What are those green things at the top-right corner? Tiberium? *faints*
[Updated on: Mon, 11 November 2013 01:14] by Moderator Report message to a moderator
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Re: BigMaps Editing[message #328206]
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Fri, 15 November 2013 14:08
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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Hi guys,
as you might or might have not noticed, the last few days have been rather busy and exciting.
Smeagol has announced a planned XMAS Release for this year and this is really something to be excited about, one step closer to the final release
Anyways, of course now I am a little bit pressured, to get those Maps, which are planned to be included in this years XMAS Release, finished and I am not planning on letting you guys down, I tell you what.
To make your mouths watery, I have brought you a new Map Screenshot, of the Mountaineous Sector E5.
This is no WIP screenshot, this is how the Map will look later in your game.
Now I am particularily proud of this Map and there are some good reasons for it.
As you can see, this is a Mountain Sector and as some of you might know, placing Cliffs in JA2 is a b*tch. Considering this is a mere Wilderness Map, it took me quite a while to actually edit it.
I had to reload the whole Map, more often, than I like to admit. But in the end, it happened and I made you guys this highly detailled Mountainmap.
So of course, the most interesting stuff will go down in the cities and other HVT's but don't discard the Wilderness entirely, you might be surprised what you'll find
BigMaps WIP Spreadsheet
Stay tuned
-Zombie
[Updated on: Sat, 16 November 2013 01:38] by Moderator Report message to a moderator
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Staff Sergeant
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Re: BigMaps Editing[message #328357]
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Tue, 19 November 2013 23:52
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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Well kinda yeah, think of them as obstacles, kinda like unclimbable roofs or so. To be honest, they don't have much of a purpose other than Eyecandy and to funnel movements. Oh and of course they serve for some tactical considerations, if you got 6 mercs and your up against 64 Enemies, where would you rather fight them: In the open, where you could be surrounded or in a small Ravine, where you could pick them off one by one.
DiliosAnd from there, we will funnel them into the mountain pass we call the Hot Gates. Now, in that narrow corridor, their numbers will count for nothing.
Leonidas Spartans! Ready your breakfast and eat hearty... For tonight, we dine in hell!
-Zombie
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Staff Sergeant
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Re: BigMaps Editing[message #328437]
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Fri, 22 November 2013 11:16
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mmm |
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Messages:63
Registered:May 2013 |
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Once teleported my mercs onto the cliffs, and the combat, to my surprise, actually works fine. The line-of-sight calculation wasn't too counter-intuitive from my observation. It could really add a new aspect to the combat, only if someone make the cliffs navigable by normal means.
IIRC, someone actually did rock climbing animation, or not?
[Updated on: Fri, 22 November 2013 11:20] by Moderator Report message to a moderator
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Corporal
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