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About Terrain
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Do you like the terrain?
About Terrain
How many people like the current terrain?
Do you think it could do with an overhaul?
If Faire is willing, do you think it needs one?
Do you think it could do with an overhaul?
If Faire is willing, do you think it needs one?
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warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
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Re: About Terrain
Wait... what's even wrong with it?! I like that the random spawns that come running through the forests at random. Adds a little surprise and makes it less boooring and stuff like that cuz its not always the same. xD
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Fairemont- Veteran Seargent
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Re: About Terrain
Personally, I would prefer the terrain to interact more than hills killing our line of sight whenever we chase someone. It's war (Why do trees grow back? If the battlefield is a wasteland, it was made that way and should stay that way as to create more complexity), so it shouldn't be quite vanilla.
If anything, I would like the terrain to be dynamic and the city's buildings to do ANYTHING. It's stupid to have +1 damage buildings just by themselves. What benefit do they give to each army? Each army is quite different, so the benefits must be as well. If destroyed, one should be able to take advantage of the pushing wave and try and rebuild destroyed buildings in some fashion.
There should be more creep spawns, to be honest, to make -nc mode actually playable. It's too slow getting gold and experience to make it worthwhile as a pseudoarena, not to mention the expanse of the map slows the overall pace of the game down more. What benefits can we use from the terrain to enhance what we already have?
I do agree that occasionally, each army needs to take secret or separate paths, to provide an element of surprise and to use actual shortcuts and passageways that aren't being used currently.
If anything, I would like the terrain to be dynamic and the city's buildings to do ANYTHING. It's stupid to have +1 damage buildings just by themselves. What benefit do they give to each army? Each army is quite different, so the benefits must be as well. If destroyed, one should be able to take advantage of the pushing wave and try and rebuild destroyed buildings in some fashion.
There should be more creep spawns, to be honest, to make -nc mode actually playable. It's too slow getting gold and experience to make it worthwhile as a pseudoarena, not to mention the expanse of the map slows the overall pace of the game down more. What benefits can we use from the terrain to enhance what we already have?
I do agree that occasionally, each army needs to take secret or separate paths, to provide an element of surprise and to use actual shortcuts and passageways that aren't being used currently.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: About Terrain
O.o The trees grow back? And how would you like the terrain to interact more? Be precise or I won't know what to do.
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Re: About Terrain
ha so you would be ok with it? 
also, go wild... i dont have *any* guidlines for you to follow, so make it what you want it to be (as long as it has bases on the ends and lanes
)
you decide on number of lanes and lay out, as well as any possible extra structures placed around the map.
as to hills/line of sight... chase better
hills are there to abuse fog of war. having flat terrain would make it just as bad in the opposite spectrum.
as to trees growing back... i would be ok if they didnt, but creep camps would then need to be very isolated from the lanes so knocked down trees dont mess up creep pathing and cause neutrals to auto attack creeps.
atm, base buildings give gold for killing them, and 1 (or half) damage to all your creeps.
they also serve as a roadblock to enemy creeps before getting to the fortress.
if you can think of some extra buildings that can serve a real purpose, let me know.
however, any buildings that actually do things need to be placed a little better, with possibly defenses or something... not just placed anywhere around the base like current base buildings are.
also... special structures shouldnt really be *in* the base... because once your at the base... its like... your at the base... last defense kinda thing.
anything you had in your favor is overrun or destroyed by that point.
and theres already like ~15 spawn points on the map >.>
and there might be room for more when the terrain is redone.

also, go wild... i dont have *any* guidlines for you to follow, so make it what you want it to be (as long as it has bases on the ends and lanes

you decide on number of lanes and lay out, as well as any possible extra structures placed around the map.
as to hills/line of sight... chase better

hills are there to abuse fog of war. having flat terrain would make it just as bad in the opposite spectrum.
as to trees growing back... i would be ok if they didnt, but creep camps would then need to be very isolated from the lanes so knocked down trees dont mess up creep pathing and cause neutrals to auto attack creeps.
atm, base buildings give gold for killing them, and 1 (or half) damage to all your creeps.
they also serve as a roadblock to enemy creeps before getting to the fortress.
if you can think of some extra buildings that can serve a real purpose, let me know.
however, any buildings that actually do things need to be placed a little better, with possibly defenses or something... not just placed anywhere around the base like current base buildings are.
also... special structures shouldnt really be *in* the base... because once your at the base... its like... your at the base... last defense kinda thing.
anything you had in your favor is overrun or destroyed by that point.
and theres already like ~15 spawn points on the map >.>
and there might be room for more when the terrain is redone.
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warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: About Terrain
I kinda liked the terrain lay out. =\
It would take a lot of work to entirely rework the entire map, if that is what you are looking for. Lol
It would take a lot of work to entirely rework the entire map, if that is what you are looking for. Lol
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Terrainer: Work in Progress...
Currently Developing Terrain V2.0
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Fairemont- Veteran Seargent
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Re: About Terrain
Well if you wanna keep it relativily the same that's ok 

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: About Terrain
<.< You could totally rework it into a way to accommodate nid mode whenever that gets around to being worked on. Makes less of a hassle to find room for the stuff in that.
cellrawr- Moderator
- Posts : 460
Join date : 2009-07-21
Age : 31
Re: About Terrain
To really make changes I have to take it like... all apart.
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Terrainer: Work in Progress...
Currently Developing Terrain V2.0
Hero Creation: Pending...
Mandrake Champion: Kheradruakh
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Fairemont- Veteran Seargent
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Join date : 2010-04-11
Age : 29
Location : St. Cloud
Re: About Terrain
Go for it 
I dunno... I've just recently stoped enjoying the terrain. There are too many spots that mess up pathing.
And the 5 lanes thing could be done better

I dunno... I've just recently stoped enjoying the terrain. There are too many spots that mess up pathing.
And the 5 lanes thing could be done better
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: About Terrain
I concur. Shred the current layout totally, if you plan to make changes, and tell us what's on your mind so far, in terms of changes. I'm open to many things.
BUT. Faire, the outpost system is also being redone in the next version or so. See if you and Grass can get together such that you can integrate the new terrain with the new outposts.
As for what I would request, if I were to do so...
1. Customize the bases to each race. The buildings don't need to be so vanilla in terms of placement, stats, and effects. Generally make it harder for pushes to get into the base, instead of just walking in as they do now. (hint: more towers spread around the base)
2. Think about the terrain a little more. Diversify what units fight on. If the river was actually a river and not a little stream, bridges might be interesting. Or perhaps fighting in a mountain pass, with ambushes prevalent. Make the paths unequal. Add extra gaps in places or create secret ways only accessible by certain ways or skills.
3. If you wish, you can change the tileset to whatever you think is befitting. Think about the atmosphere of the map, even if we are just senselessly killing. Urban vs rural, city alleys vs treacherous woods.
The core thing to remember is that you'll be influencing gameplay first and foremost, then adding stuff in for aesthetics along the way. From your terrain, the map will come. Do you want a faster paced game? Not hard to do. Do you want ganks to be more or less prevalent or easy? Up to you. Work with a blank slate, and make something good.
BUT. Faire, the outpost system is also being redone in the next version or so. See if you and Grass can get together such that you can integrate the new terrain with the new outposts.
As for what I would request, if I were to do so...
1. Customize the bases to each race. The buildings don't need to be so vanilla in terms of placement, stats, and effects. Generally make it harder for pushes to get into the base, instead of just walking in as they do now. (hint: more towers spread around the base)
2. Think about the terrain a little more. Diversify what units fight on. If the river was actually a river and not a little stream, bridges might be interesting. Or perhaps fighting in a mountain pass, with ambushes prevalent. Make the paths unequal. Add extra gaps in places or create secret ways only accessible by certain ways or skills.
3. If you wish, you can change the tileset to whatever you think is befitting. Think about the atmosphere of the map, even if we are just senselessly killing. Urban vs rural, city alleys vs treacherous woods.
The core thing to remember is that you'll be influencing gameplay first and foremost, then adding stuff in for aesthetics along the way. From your terrain, the map will come. Do you want a faster paced game? Not hard to do. Do you want ganks to be more or less prevalent or easy? Up to you. Work with a blank slate, and make something good.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: About Terrain
GRASS GIEV INFOZ ON OUTPOTS
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Currently Developing Terrain V2.0
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Fairemont- Veteran Seargent
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Re: About Terrain
link
Edit:
i do want a faster paced game (people tend to get bored past 45 mins)
but also a note: shortening the game time *should not* take any of the feeling of 'wow, that was a good game' away.
i want to fit a good full length game into 45 mins or just over that *on average*
and i also want to encourage ganking more
Edit:
i do want a faster paced game (people tend to get bored past 45 mins)
but also a note: shortening the game time *should not* take any of the feeling of 'wow, that was a good game' away.
i want to fit a good full length game into 45 mins or just over that *on average*
and i also want to encourage ganking more
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: About Terrain
It does not seem like any of the outpost information has been set in stone, so it'd be nice to get some confirmation on some info.
_________________
Terrainer: Work in Progress...
Currently Developing Terrain V2.0
Hero Creation: Pending...
Mandrake Champion: Kheradruakh
Rogue Primaris Psyker: Aeos Valerin
Slaaneshi Daemonette : The Masque
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 29
Location : St. Cloud
Re: About Terrain
Unless people have ideas otherwise... Pretty much as the first post in that thread
_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!
And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.
Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Re: About Terrain
Err, grass, now's a really nice time to put it in concrete terms, because it'll have to be done sooner than later, and activity seems pretty slow at this point.
My two cents: The map shouldn't emphasize ganking any more than it has to. Ganking is just one of many ways to accomplish the end objective, and while it may trigger that rush in some people, that's not all that exists within the map.
My two cents: The map shouldn't emphasize ganking any more than it has to. Ganking is just one of many ways to accomplish the end objective, and while it may trigger that rush in some people, that's not all that exists within the map.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: About Terrain
I see. I could maybe work something out when I make the map, depending on how things go.
_________________
Terrainer: Work in Progress...
Currently Developing Terrain V2.0
Hero Creation: Pending...
Mandrake Champion: Kheradruakh
Rogue Primaris Psyker: Aeos Valerin
Slaaneshi Daemonette : The Masque
Fairemont- Veteran Seargent
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