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Hello :)
I am aware of that map and scenario creation are suppose to be discussed in another forum... But I am so happy I was able to do this...
I will create a better topic in the map creation forum, just given the supcom2 players something do discuss (its been a little bit quite here lately...)
Is this kind of scenarios something to look forward to?
Imagine this game there slow research restriction is turned on and brown player is an "civilian". I have played it against the AI so far...No one of my supcom2 friends was online today.

And yes, it is a pre-alpha and a rather quick screenshot. Mass spots and starting spots will of course be changed, as well as other things :)|||That actually sounds like a great idea, although I think you may have overdone the capturable research stations. :p|||Hmm, can you buff the health of the RS too?|||It is a neat idea...
And RS should have at least 20k HP. That way it is easier to cap them than destroy them.|||That's a cool idea. Just put them in hard to hold places and you have yourself a war.
First of all, I have to say that I have NEVER done ANY kind of "scripting" or editing of files before. I dont even know how to write "Hello World" in HTML... So this will take time.
The reason behind 240 manually placed RS stations (not all showned) is because I need some kind of "grid" I can work with. It just happened to be the UEF RS station.
I am not keen of editing units already in use (and as far I understand it it will break normal games as well), but I have an idea of the campaign buildings (plenty cool ones!) that might be transformed into mass-boxes, RS-stations and other things. I have started to replay the campaign in order to find some nice "scripts" and buildings.
In the end the complete map will be covered with different kind of buildings. Some areas will be too narrow for the largest experimentals in order to get some interesting "urban warfare".
So my goal is to create;
1. A huge city containing buildings that got some nice bonuses while reclaimed or captured -Using the campaign buildings as far as possible in order not to break any other mods or rank games.
2. Some areas with some very tough buildings with very narrow spaces in order to create "urban warfare" there only small units like bots are able to maneuver (tested with some ok results, not very good and much micro but quite cool).
3. Different buildings on different places means different approaches or tactics depending on starting place (There are too many "mirror" maps in supcom2 according to me), see no 2.
4. A captureable nuke silo and or monkey lord in order to create a real "game ender".
5. No possibility or very hard to "corner wank" in order to win -You need to get your army into "Mesalopolis" (reasons like RS stations, mexes or units). Turtling inside Mesalopolis ok, but corner wank at start position? no, no.
If you like to follow the work and give more comments I think this thread might encourage happy casual player like me with too many ideas of doing something while I will start another thread in the map creation forum in order to maybe get some help from all the Lua-gurus here. I think its easier to devide the project like this. Pics here, actual downloads in the map creation forum. ok?|||Interesting...
I should have looked before I posted earlier!|||You should tell all how you did this--it could help others make maps, mods, etc...|||Grim Tuesday|||Think of it like FA, where there were cities where you could capture energy buildings far beyond what you had available at the time. I love the idea! In fact, could there be a way to script a space temple in? I always thought that having a space temple like one of the Cybran Campaign missions where it's indestructible, but also capturable, and placed somewhere in the middle of the map would be a great strategic game.|||Commander needs to be squirrelled away somewhere unreachable... or at least, fully upgraded and stays still so killing him before it could make a difference isn't a problem.
Like the idea, having to fight for research. Would require RS having bucket loads of health, but appears you can't modify that =/.|||Just found out a way to put down my "grid" with a speed of hundred times faster than before and with more control :)
After the grid is done, I will start try to edit campaign buildings. Have seen example of new units and think I can do the same with buildings... In that way (I hope) there is no need of changing files every time we want to play normal supcom2 or abnormal supcom2 :) Else I need to figure out something else :)

I think it will not take a long time before we can test it out... But it will be a very "rough" version. Please come with more ideas!
EDIT: Woho! Even better "SCB9001" called tech cash, good...|||So... Where do you prefer the starting spots? How many mass per player and where? How many rs?
I think about keep all start spots as far to east and west. The rs in a diamond shape in the middle. Shields on every structure. So the map can be played from 1 to 3 per team. 4 players i dont know yet. Maybe i need two ai. A playable version should come at sunday.|||Is that middle-ish structure firing TacMissles at the players before they have even set up a valid defence?|||Your grid is slightly too much to the left
And yeah that thing is shooting TACs at the start
Not very kind|||FunkOff|||RL is more important than supcom2... But here is the latest screen shot;

Just a little bit more and we got a grid that is suitable for "attaching" buildings. This is the size of the city and I think I will stop around here until I got everything else up in line.
I will now start redo the containers into RS stations, Mexes and PGes the space between each of them are two PDs, just for comparison|||I screwed my files and had to redo almost everything. I have also tested to make some kind of layer with my grid in GIMP in order to have an less hard way to place buildings as I want in my home made "grid".
Therefor is was not so much work with the buildings today. I guess next "update" will in one week. Got other things to do.
Enjoy and dont forget to comment!
:)
|||That's really neat.However, you should be aware that any maze like that will increase the strength of air units and indirect fire units.|||FunkOff|||Don't forget that a fully teched up UEF research lab does have a automatic PD and AA upgrade on it so If you are into causing some misery use these and also I can almost see the havoc this can/would cause.... I really wish GPG would have used PD turrets as opposed to Tactical Missles on the factories it would just make more sense.|||Painful are the lead word in "editing" a map in Supcom2.
The architecture are now set, I have also been able to edit those civilians building I like to use.. and I am able to join normal multiplayer games and play the campaign as well!

I have decided to have one structure that serves as a combined mex and PG, the RS station will be seperate.
I will also have a "Mesa Power Plant" that are quite large and blows up in a nuke if destroyed.
Next project is to make the shield that will cover "Mesalopolis". In order to have some use of bombers and artilleries it need to be disabled :)
No streets in this screenshot, an small error stopped that work for today. Puh, -"Find inner balance, inner balance..."|||Looking sexy
Dunno how powerful air would be actually as the buildings might block the shots|||Doc 22k
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