Replacing the official TD map pool

Discussion about the game and its default mods.

For Tiberian Dawn, should we replace the playtest's official map pool with the list below?

Yes
24
89%
No
3
11%
 
Total votes: 27

Irnub
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Post by Irnub »

//ANTRAX// - fdc109dcf740d607ddd92aaa1f394195287b312c

My goodness, the title of this:

erntepflegeangriffsbereitschaftskompromiss

I can't decide if it's wonderfully ludicrous or just ludicrous.

Something about the silliness of it is appealing. Google translate from German calls it: Crop protection attack compromise :lol:

But, it doesn't fit the game's UI - so on that basis alone I wonder if modifying the title to just 'Antrax' or 'Antraxxx_II' in line with its .ora filename would be the way to go..?

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anjew
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Post by anjew »

AoAGeneral1 wrote: Understanding Power is a decent map but it suffers one huge critical flaw. Keep the enemy from moving out and you win. Very easy to do and used to do this a lot vs Psydev.
The map promotes a different style of play, rare among 1v1 maps. Understanding power is also one of the few maps that utilises a "starcraft-esque" base where you have an easily defended base+ore. Most, if not all, maps in the map pool have exposed tib that naturally gives Nod an advantage, this is one of my main dislikes with TD maps and why I suggested GDave place it in list.
The critical flaw, in my opinion, is only a flaw in unfair match ups between players. A good player will usually break out of the boxing you place on them
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AoAGeneral1
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Post by AoAGeneral1 »

While this was done many releases ago Nod was strengthened doing Bike runs around the map near the entrance. It turned into suicide runs to cross the river but instead just camped about outside the entrance. There were a few ways to bust out:

Base crawl out (Which is now awkward with the mechanics of TD).

MCV crawl out to the closest field across the river and move ASAP. (This way you could get a foothold and prevent from being held in).

Can be worth giving another test.

The map hashes I listed labeled as "Difference between map hash #" is because they are already in the playtest. Much like in the github # presented with the updated map lists. So I can assume they can be removed from the list here.

Otherwise the maps already in the playtest im mainly curious if its just the same ones or actual different ones as a few you listed already.

All the FFA style maps I agree as they are extremely rare.

Map listings can be fitted with to many however. 72 is a lot. This is excluding the other mods (As well as Tiberian Sun).

I think at this point the maps just need some playing. My work schedule has sucked lately so im mainly on at nights with the exception of Saturday and Monday where I will be around all day.

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Sleipnir
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Post by Sleipnir »

Can somebody create a ticket on Github for this, with the maps listed in terms of add/remove/modify and links to the resource center as well as the UIDs? I see no reason why we couldn't take some or all of these changes for the next playtest so long as it delay it further (it is already a week late).

GDave
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Post by GDave »

Sure, I'll do this now.

GDave
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Post by GDave »

Sleipnir wrote: Can somebody create a ticket on Github for this, with the maps listed in terms of add/remove/modify and links to the resource center as well as the UIDs? I see no reason why we couldn't take some or all of these changes for the next playtest so long as it delay it further (it is already a week late).
I've completed this request: https://github.com/OpenRA/OpenRA/issues/13016

Irnub
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Post by Irnub »

Nice work, Dave. The list is looking good :D

GDave
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Post by GDave »

GDave wrote:
Sleipnir wrote: Can somebody create a ticket on Github for this, with the maps listed in terms of add/remove/modify and links to the resource center as well as the UIDs? I see no reason why we couldn't take some or all of these changes for the next playtest so long as it delay it further (it is already a week late).
I've completed this request: https://github.com/OpenRA/OpenRA/issues/13016
I have now made a pull request: https://github.com/OpenRA/OpenRA/pull/13019


Irnub wrote: Nice work, Dave. The list is looking good :D
Thanks Irnub. Iit's so nice to have so many great maps, courtesy of you and the others. I made a local version of OpenRA that has only these maps: all thrillers, no fillers!

PizzaAtomica
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Post by PizzaAtomica »

I noticed there aren't any 5 player maps on the list, so I made one. :D

http://resource.openra.net/maps/20162/

I hope it plays well, the process of making a TD map felt like taking the final exam of an anger management course to me. It's infuriating how many terrain pieces are missing that are key to making a good map: Wide bridges, river caves, beach corners, water cliffs, I can go on... AND I WILL :lol: East and west river-beach pieces, diagonal beaches, 1 cell wide road pieces, long mudbridges... I'm not sure why all these things are missing, I know they were not there in the original, but can't they just be ported over from RA now?

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anjew
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Post by anjew »

PizzaAtomica wrote: It's infuriating how many terrain pieces are missing that are key to making a good map: Wide bridges
please give wider bridges, the 1 cell bridges can actually ruin games by glitching 2 harvesters or your own infantry refusing to move

Will have to try this 5 player map out, there is actually a lack of FFA maps in TD. Tiberium gardens is the primary one and it was only kept in the official map pool because pchote requested it to be. Im actually quite fond of it myself.
Image

Irnub
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Post by Irnub »

It would be nice to see some RA map features available in the TD editor. That 5P looks cool, Pizza :)

GDave
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Post by GDave »

PizzaAtomica wrote: I noticed there aren't any 5 player maps on the list, so I made one. :D
http://resource.openra.net/maps/20162/
SoScared featured this on Monday's stream. You can see that game, followed by another two TD games here:
https://www.twitch.tv/videos/131598352?t=03h19m11s
anjew wrote: please give wider bridges, the 1 cell bridges can actually ruin games by glitching 2 harvesters or your own infantry refusing to move
Also, it'd be nice to have the issue fixed where a unit can get permanently stuck on a bridge. This really bites when an engineer gets trapped on a repaired bridge on Mt. Nukebait, on his way to capture an oil derrick.
anjew wrote: Will have to try this 5 player map out, there is actually a lack of FFA maps in TD. Tiberium gardens is the primary one and it was only kept in the official map pool because pchote requested it to be. Im actually quite fond of it myself.
We've included a few maps conducive to FFA in the suggested update of the map pool:

Blood and Sand - 16 players - http://resource.openra.net/maps/12728/
Kolosseum - 6 players - http://resource.openra.net/maps/20132/
Media Control - 4 players - http://resource.openra.net/maps/20135/
Morbid Aimless Poseidon - 16 players - http://resource.openra.net/maps/20240/ (now with more natural cliffs, courtesy of reaperrr)
The Hot Box - 10 players - http://resource.openra.net/maps/20150/ (now with indestructable river crossing, courtesy of BLACK)
When Two People Quarrel - 3 players - http://resource.openra.net/maps/20156/

Also, there are two maps good for 2v2v2v2:
Tiberian Falls - http://resource.openra.net/maps/20034/
Warchild - http://resource.openra.net/maps/17178/

Irnub
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Post by Irnub »

I've also had a go at creating a couple of FFA maps:

http://resource.openra.net/maps/20230/

Tropic Expanse, a big 4P map

http://resource.openra.net/maps/20255/

Hattrix, a smaller 3P map

PizzaAtomica
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Post by PizzaAtomica »

Irnub wrote: I've also had a go at creating a couple of FFA maps:

http://resource.openra.net/maps/20230/

Tropic Expanse, a big 4P map

http://resource.openra.net/maps/20255/

Hattrix, a smaller 3P map
Both these maps look excellent!

The only small change I would make in Tropic Expanse, is make the top road in the middle a little longer. Since vehicles go faster on roads this would ensure all players can reach 'their' derrick at the same speed.
Image

Irnub
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Post by Irnub »

Cheers Pizza - cool to hear as your maps are always great :D

I'll edit the road on Tropic Expanse, maybe tomorrow. I actually tried to create this map with a 'good enough', somewhat asymmetric approach rather than be more precise which is what I'm usually tempted to do, but this change seems reasonable.

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