Game 202: SteveSmith, Deadlime, victor, tstamper in 4-Player Escape*
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- Damn, I'm afraid the doors are the wrong way round in the 3P/4P map! I'll tweak it tonight ready for the game to start. I could have sworn I checked it...
Posted by
SteveSmith 16 years ago [Login to reply]
- Just checking, is the winner the first person to get 1 of their players to the centre square?
Posted by
Deadlime 16 years ago [Login to reply]
- This is sorted now.
Posted by
SteveSmith 16 years ago [Login to reply]
- You need to get at least 3 units to the centre square. I've just added the details to the mission description.
Posted by
SteveSmith 16 years ago [Login to reply]
- Ah, ok. By the way, well done on creating a very simple but clever little map. This should be quite interesting. :)
Posted by
Deadlime 16 years ago [Login to reply]
- Just to be sure. What were the percentages for random damage caused?
I thought they were from 50% to 150% but one of the AP50 just caused 39 and its average damage is 90. Posted by
victor 16 years ago [Login to reply]
- Don't forget the unit's armour rating is subtracted from the damage caused (i.e. after the 50%-150% randomization).
Posted by
SteveSmith 16 years ago [Login to reply]
- upppss... ok
Posted by
victor 16 years ago [Login to reply]
- Is it possible to make the map slightly bigger on this game, Steve? Maybe have a couple more square type wall barriers which force more overlapping of teams? Maybe add an extra unit or 2 per team also. It all just seemed a bit too short and quick, with maybe too much of advantage to teams taking their turns earlier. If the game was 'bigger' it might even itself out more. What do you guys think?
Posted by
Deadlime 16 years ago [Login to reply]
- I totally agree with you
Posted by
victor 16 years ago [Login to reply]
- You're right. It definitely needs changing, I just wasn't sure how. It's a bit of a simple "race" at the moment. I'll make it bigger like you describe.
BTW, if anyone else wants to have a go at designing (or redesigning) a map, let me know! Posted by
SteveSmith 16 years ago [Login to reply]
- I am still looking into this, I haven't forgotten! The problem is that no matter how big the map is, it's still basically a race and the winner will be the player that just runs for it. Any suggestions to get round this are welcome.
Posted by
SteveSmith 16 years ago [Login to reply]
- one idea:
- teams first have to take the key or activate the escape hatch to escape, the key is in random enemy base (maybe enemies cannot see where is your key) or in opposite corner.
Maybe this will need bigger map or more units
Posted by
victor 16 years ago [Login to reply]
- What I originally meant was that if the map was bigger, resembling some kind of symmetrical maze which included some unavoidable crossover points where charging out first is most likely to get you shot first. I guess even the most carefully planned map could still have problems though as it could easily swing the other way and create a stand off.
BTW, you mentioned about designing or redesigning maps. How would we go about that? I've designed some decent missions before using William Frazer's mission editor and Dave Smith's for Act Of War (Amiga Laser Squad Remake), even doing some of my own 2d graphics, but I have absolutely no knowledge of programming or 3d graphics. Posted by
Deadlime 16 years ago [Login to reply]
- Creating missions is quite easy, and you don't need to know anything about graphics or programming.
I've created this entry in the wiki that explains it all: http://stellarforceswiki.no-ip.org/dokuwiki/doku.php?id=missions:creating_missions
Posted by
SteveSmith 16 years ago [Login to reply]
- Nice one Steve. I'm on the case. :)
Posted by
Deadlime 16 years ago [Login to reply]
- Look forward to seeing it. PCasaca has created a mission and we're testing it out now...
Posted by
SteveSmith 16 years ago [Login to reply]
- Yeah I see it, Prison Mutiny. It looks good. :)
Posted by
Deadlime 16 years ago [Login to reply]
- Thanks, Steve start other with me on guard's side...
I've seen you set destroyable walls... lets see if its good.
I'm creating a new map good for snipers, its an destroyed factory... lets see. :)
Posted by
PCasaca 16 years ago [Login to reply]
- I think I'll take that idea and tweak it a bit: how about each side's escape hatch is in the opposite corner to the one they start in? This would mean that the units would have further to travel, and also their paths would inevitable cross along the way.
Posted by
SteveSmith 16 years ago [Login to reply]
- Yes it's definitely worth a try with your new idea.
I did quite like the original idea that everyone was heading towards a massive showdown in the centre, but obviously it didn't quite work as we were hoping. Maybe with some more tweaking it could still work, but I'm happy to try something new for now. Posted by
Deadlime 16 years ago [Login to reply]
- I've tweaked the map now and started a new game. Looking for 3 other players to join me...
Posted by
SteveSmith 16 years ago [Login to reply]
This topic has now been closed.