Search found 28 matches
- Sun Apr 02, 2017 9:04 pm
- Forum: Competitions and Events
- Topic: Map Design Contest 2017 - The Results!
- Replies: 36
- Views: 33094
"tomorrow I am becoming a married man and leave for honeymoon" Congratulations, noobmapmaker! If we can get a shortlist, I wonder if one of the server hosts could be persuaded to set a few of them up to run exclusively map contest maps on random rotation. This would create another route for people t...
- Sun Apr 02, 2017 6:03 pm
- Forum: Competitions and Events
- Topic: Competitive Map Making Discussion
- Replies: 52
- Views: 52314
I suspect there's a strong interaction between spawn-to-expansion, spawn-to-spawn and the eco/early tech question. The further the expansions and the more stable the spawn, the more viable it is to sit and tech a bit first; small spawn-to-spawn means you have a chance to reassert yourself, e.g. thre...
- Sun Apr 02, 2017 5:48 pm
- Forum: Competitions and Events
- Topic: Map Design Contest 2017 - The Results!
- Replies: 36
- Views: 33094
Congratulations to the winners, and Materianer in particular for making a really enjoyable, interesting, and thoroughly redesigned Z-style experience in the OpenRA engine. That brought back memories ... almost as if I could hear the snide or impatient remarks from the computer in the original. Thank...
- Sun Mar 26, 2017 7:04 pm
- Forum: General Discussion
- Topic: Combat analytics
- Replies: 10
- Views: 7164
- Sun Mar 19, 2017 8:09 pm
- Forum: General Discussion
- Topic: General Discussion / Simple Questions, Simple Answers
- Replies: 101
- Views: 125666
- Tue Mar 14, 2017 10:50 pm
- Forum: Competitions and Events
- Topic: Competitive Map Making Discussion
- Replies: 52
- Views: 52314
By way of preamble... The most important bit of work, I feel is to build up an understanding of what impact the different map features have on the game. So I'm really glad, OMnom, that you've got both the analytical ability and willingness to explain these from your experience. In terms of finding e...
- Tue Mar 07, 2017 9:56 pm
- Forum: General Discussion
- Topic: On the subject of getting a better mappool (for RAGL etc.)
- Replies: 25
- Views: 19925
This post is for information, because we have a poll open about the map pool across two seasons and it's rather useful to be reminded what these were. Blackened helpfully compiled stats on how frequenrtly each map was played in RAGL S2 in a feedback thread at http://www.sleipnirstuff.com/forum/viewt...
- Tue Mar 07, 2017 9:43 pm
- Forum: General Discussion
- Topic: On the subject of getting a better mappool (for RAGL etc.)
- Replies: 25
- Views: 19925
I'm going to continue my train of thought one step at a time, this time looking at the approach SoScared expressed in the Rulebook thread, beginning: "the notion that RAGL builds around and support the current competitive meta [...] is wrong" Whether or not that's historically true I can't say - let...
- Mon Mar 06, 2017 11:41 pm
- Forum: General Discussion
- Topic: On the subject of getting a better mappool (for RAGL etc.)
- Replies: 25
- Views: 19925
My opinions are as a spectator, I'm not a participant in the league or on that level, so take them with a pinch of salt. I hope we can have a fruitful discussion about what we all want to get out of the map pool. We started to do this a couple of times in the past month but the discussion petered ou...
- Sat Feb 25, 2017 1:45 pm
- Forum: General Discussion
- Topic: Supply Trucks
- Replies: 12
- Views: 7069
From time to time I when I'm not paying attention I build supply trucks and ore trucks in a 2/5 ratio. Then I notice I am not producing infantry and I feel a little silly. I would like there to be some point in them, albeit marginal, to these things, as they're not great scouts as the finder gets a ...
- Sun Feb 19, 2017 9:39 pm
- Forum: General Discussion
- Topic: 1v1 Maps exposed? - The Three Lane Theory by Rexxy
- Replies: 15
- Views: 12415
Personally I would say what we have observed is that several good maps have three lanes, because that is a minimum for several measures of 'interestingness', but few maps have more than three, because it is hard to fit more than three lanes in the approx. 72 cells which map makers have so far tended...
- Sun Feb 19, 2017 4:24 pm
- Forum: General Discussion
- Topic: 1v1 Maps exposed? - The Three Lane Theory by Rexxy
- Replies: 15
- Views: 12415
Good topic; great idea taking Smitty's list and using that as an initial validation. I have some observations: First, what are your alternate hypotheses? i.e. the other indicators of map quality that are (you think) inferior to the test 'does it have three lanes'. I can think of a number of plausibl...
- Tue Jan 10, 2017 10:10 pm
- Forum: General Discussion
- Topic: On game balance through map design
- Replies: 7
- Views: 5255
The observation that what works right now has a lot to do with the maps has a lot of truth to it, I think. A number of popular maps have one or two crucial paths which make dynamic games unlikely and and comebacks extremely difficult. My one fear is that moving towards big maps with few significant ...