New 3.1.2 Map, Winds and Drifts
Share your Fleet Operations maps here and share them with other users.
posted on June 11th, 2010, 5:47 pm
Last edited by Anonymous on June 15th, 2010, 7:39 pm, edited 1 time in total.
Ok, now, the balance may not be as good since I am like no good at asymmetrical maps.However I did take the liberty of trying my hand at pathing in hopes of making fleets able to go through 'narrow' passages.
If there are pathing problems or AI behavior errors, please tell me and I'll look into it.
Basically there is eight player slots you can use, this is a good 2v2 or 4v4 map. You have some cluster of nebula, but most of the map is covered with asteroids. I tried to reduce bottle-necking, I am not exactly sure how bad it may be. Also there is no wormholes to help increase the need of exploration and strategy. I also put some distance between the starter pair and the start location. I am however uncertain if all pairs are in sufficient distance or not according to how Boggy says "The starting moon pair must be out of firing range of the starbase to help make harassing possible".
Plus another issue is the fact some of the starting positions may have weird configurations. This is however my 3rd attempt at making an asymmetrical map (first was blue Amber 2 which I am recalling because of horrible pathing problems, my second attempt I lost when my computer crashed from path making errors). I also understand that some people are better at doing this than others. But I would like feed back on overall gameplay.
This is a 35k map. So some of the "tight" looking areas are a bit deceiving. Over all I tried to integrate having open space mixed with a little bit of jungle to fly around.
I have 3 expansion pairs per side. And I also have four lone moons per side. If there is some problems with overall distance please tell me.
Oh, and if you don't mind, recordings of games with my maps can help see various flaws. I am trying to improve but I need a little extra help.
EDIT: Fixed versions uploaded! Redownload please if you got the earlier version.
If there are pathing problems or AI behavior errors, please tell me and I'll look into it.
Basically there is eight player slots you can use, this is a good 2v2 or 4v4 map. You have some cluster of nebula, but most of the map is covered with asteroids. I tried to reduce bottle-necking, I am not exactly sure how bad it may be. Also there is no wormholes to help increase the need of exploration and strategy. I also put some distance between the starter pair and the start location. I am however uncertain if all pairs are in sufficient distance or not according to how Boggy says "The starting moon pair must be out of firing range of the starbase to help make harassing possible".
Plus another issue is the fact some of the starting positions may have weird configurations. This is however my 3rd attempt at making an asymmetrical map (first was blue Amber 2 which I am recalling because of horrible pathing problems, my second attempt I lost when my computer crashed from path making errors). I also understand that some people are better at doing this than others. But I would like feed back on overall gameplay.
This is a 35k map. So some of the "tight" looking areas are a bit deceiving. Over all I tried to integrate having open space mixed with a little bit of jungle to fly around.
I have 3 expansion pairs per side. And I also have four lone moons per side. If there is some problems with overall distance please tell me.
Oh, and if you don't mind, recordings of games with my maps can help see various flaws. I am trying to improve but I need a little extra help.

EDIT: Fixed versions uploaded! Redownload please if you got the earlier version.
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posted on June 11th, 2010, 5:56 pm
Well Gamer I am flattered that it sounds like you took some of my advice
.
I'm going to give you another piece right now. 35k x 35k simply will not get played online. It's just too big. 2 v 2 OR 4 v 4 is a big stretch because 4 v 4's are unusual in online play (due to lag and d/c likelihood). A map this size is asking for a techrace because you could literally put out an S-7 by the time a decent raiding group has reached your moons.
I think that the design is nice, you just need to consider a few things about online play if you want to see some of your maps get airtime and get played
.
Can I refer you HERE? This is a new section of the guide that I wrote and Dom put up that details the more specific issues surrounding making a "playable" map. I think that all the issues you might still be facing can be answered here
.
You've got such a fiery passion for map-making and I love it! I just wanna see some of your maps get internet play and I think taking a look at this will help you out
. PM if you have any more questions
.

I'm going to give you another piece right now. 35k x 35k simply will not get played online. It's just too big. 2 v 2 OR 4 v 4 is a big stretch because 4 v 4's are unusual in online play (due to lag and d/c likelihood). A map this size is asking for a techrace because you could literally put out an S-7 by the time a decent raiding group has reached your moons.
I think that the design is nice, you just need to consider a few things about online play if you want to see some of your maps get airtime and get played

Can I refer you HERE? This is a new section of the guide that I wrote and Dom put up that details the more specific issues surrounding making a "playable" map. I think that all the issues you might still be facing can be answered here

You've got such a fiery passion for map-making and I love it! I just wanna see some of your maps get internet play and I think taking a look at this will help you out


posted on June 15th, 2010, 12:50 am
For any who downloaded the map. I plan on fixing a few issues. v1.0.1 will be let out soon! It will simply overwrite the original files to avoid sync problems. 

posted on June 15th, 2010, 7:40 pm
Hi guys, I updated the map. You might be happy with the changes. Though the overall structure remains mostly the same. 
# CHANGE LOG
V1.0.1
- Fixed some asteroid feild walls that were not blocking ships
- added some resource moons in center of map
- Fixed one of the planets within the top right quadrant to is proper type
- Added some asthetic touchups
- Adjusted moon pair spacing to be more construction and raid friendly
- Adjusted some start positions to avoid being cornered into a wall

# CHANGE LOG
V1.0.1
- Fixed some asteroid feild walls that were not blocking ships
- added some resource moons in center of map
- Fixed one of the planets within the top right quadrant to is proper type
- Added some asthetic touchups
- Adjusted moon pair spacing to be more construction and raid friendly
- Adjusted some start positions to avoid being cornered into a wall
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