*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
September 28, 2024, 07:27:34 pm

Login with username, password and session length

Resources

Recent posts

[September 26, 2024, 09:37:35 am]

[September 06, 2024, 11:58:09 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1]   Go Down
  Print  
Author Topic: Making maps with sector layouts for MCP (and OCP *NEW*)  (Read 4797 times)
0 Members and 2 Guests are viewing this topic.
Ucross Offline
Honoured Member
*
Posts: 5732


« on: March 08, 2008, 03:10:10 pm »

The biggest thing you should know about MCP, is if players are playing your map, and then feel like they have to 'cap cap cap', increase the size of the sectors.  The larger the less capping. 

For OCP, you should start out with only 5-8 territories that are capable (those are the objectives).  These objectives should be spread out vertically somewhat even from the two spawn points and should be spread out horizontally as well to encourage the battle to occur over the entire map and to discourage spamming one area.
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18378


« Reply #1 on: March 08, 2008, 03:12:54 pm »

The larger the sector though, the easier it is for the enemy to hide a unit in it to prevent you from capping... :/
Logged
|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #2 on: March 08, 2008, 03:15:09 pm »

what would be nice, is that maps had lots of possible "objective area's" and at the beginning of the game random ones were picked by the game, (obviously even ones each side of the map). these couldn't be territories unfortunately Unless, you make a few different versions of the map with different Objective sector layout, and a random one out of them is picked... (if that's possible)
« Last Edit: March 08, 2008, 03:17:56 pm by |-| Cozmo |-| » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18378


« Reply #3 on: March 08, 2008, 03:15:52 pm »

Not possible.
Sectors are done through the WB, not through code.
Logged
Ucross Offline
Honoured Member
*
Posts: 5732


« Reply #4 on: March 08, 2008, 03:16:35 pm »

That's OK unknown.  You can't hide units very well and we want the attackers to have to clear out the entire area before being able to capture it.  Remember only capture-capable units can hold territory as well.

The key is we WANT the conquerers of a territory to have to clear out the entire territory before capping it.  It makes you fight whatever unit they have to capture the territory and prevents you from just walking through in capping.
« Last Edit: March 08, 2008, 03:18:32 pm by Ucross » Logged
Lolto Offline
EIR Veteran
Posts: 950


« Reply #5 on: March 08, 2008, 03:18:20 pm »

Long maps that condense the action (Road to Carentan, Bastion, etc) are where its at IMO, they still have MCP as a determining factor but its not as important as it would be in square maps, it relies more on the skill of the player I think personally.

Will be cool to see some more objective-based maps again.
Logged

Life or Lack There Of
|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #6 on: March 08, 2008, 03:18:29 pm »

Not possible.
Sectors are done through the WB, not through code.

i know that i forgot to finish the post Tongue.
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.056 seconds with 35 queries.