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Making maps with sector layouts for MCP (and OCP *NEW*)
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Topic: Making maps with sector layouts for MCP (and OCP *NEW*) (Read 4915 times)
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Ucross
Honoured Member
Posts: 5732
Making maps with sector layouts for MCP (and OCP *NEW*)
«
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.
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Unkn0wn
No longer retired
Posts: 18379
Re: Making maps with sector layouts for MCP (and OCP *NEW*)
«
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... :/
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|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: Making maps with sector layouts for MCP (and OCP *NEW*)
«
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 |-|
»
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Unkn0wn
No longer retired
Posts: 18379
Re: Making maps with sector layouts for MCP (and OCP *NEW*)
«
Reply #3 on:
March 08, 2008, 03:15:52 pm »
Not possible.
Sectors are done through the WB, not through code.
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Ucross
Honoured Member
Posts: 5732
Re: Making maps with sector layouts for MCP (and OCP *NEW*)
«
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
»
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Lolto
EIR Veteran
Posts: 950
Re: Making maps with sector layouts for MCP (and OCP *NEW*)
«
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.
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Life or Lack There Of
|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: Making maps with sector layouts for MCP (and OCP *NEW*)
«
Reply #6 on:
March 08, 2008, 03:18:29 pm »
Quote from: Unkn0wn on March 08, 2008, 03:15:52 pm
Not possible.
Sectors are done through the WB, not through code.
i know that i forgot to finish the post
.
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