What's the map size going to be?
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Snake
Pyrospastiac
Marc15yo [Admin]
Gamerex
8 posters
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What's the map size going to be?
As far as I know, Generals has a limit on how large the map can be, which might affect gameplay. Also, instead of having very linear maps, try to make them NOT symmetrical. Infantry should be able to stand on moutains too.
Gamerex- Private First Class
- Posts : 6
Join date : 2008-09-24
Re: What's the map size going to be?
yeah, we are trying to make things much bigger. we are rescaling buildings trees and aircrafts. and since everything must be rescaled the use of buildable airfields or any buildable buildings for that matter has been removed.
good
YAY!
i always hated those tiny airfields with the planes taking off from minature runways of rediculous length!
but even though i think that some strikes should be brought from off side of the maps, i dont think that they all should. I think it would be a good idea to have properly sized airfields (almost otherwise they'd take up the whole map! maybe just airstrips instead of airfields), that can be captured to build the planes that the player can control. (but rather than just spawning in the hangar after they've been built maybe they could fly in from off the map and land)
i think that this would be the ultimate way to maintain realism and proper scaling (unlike ZH) while still keeping a decent amount of player control over what aircraft they want and to contol them in-flight.
hope to hear back soon, pyro.
i always hated those tiny airfields with the planes taking off from minature runways of rediculous length!
but even though i think that some strikes should be brought from off side of the maps, i dont think that they all should. I think it would be a good idea to have properly sized airfields (almost otherwise they'd take up the whole map! maybe just airstrips instead of airfields), that can be captured to build the planes that the player can control. (but rather than just spawning in the hangar after they've been built maybe they could fly in from off the map and land)
i think that this would be the ultimate way to maintain realism and proper scaling (unlike ZH) while still keeping a decent amount of player control over what aircraft they want and to contol them in-flight.
hope to hear back soon, pyro.
Pyrospastiac- Sergeant Major
- Posts : 164
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Age : 32
Location : Melbourne / Australia
Re: What's the map size going to be?
Yup, we are intending to use that exact system. For Aircrafts they are called in and can be used for a limited amount of time. otherwise they will return to base. But when the player "Captures" an airfield or a civilian airport on the map (which will be full size btw) he will be able to land his aircrafts and have them as long as he pleases. this gives whichever player Air superiority in a battle.
Re: What's the map size going to be?
Yeah, there will be many new "tactical" locations that players may want (or need) to capture in order to have certain superiorities to the adversary.
Those childishly small buildings from Zero Hour will be completely rescaled (and modified) as well 8)
Those childishly small buildings from Zero Hour will be completely rescaled (and modified) as well 8)
Snake- General of the Army [Administrator]
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Location : Portugal
great
that's just awesome! all of the ideas and concepts i've always hoped to see in a mod are all being found in yours! i am definatley looking forward to more TAOW development as i'm sure you guys will come up with even more great ideas. 8)
Pyrospastiac- Sergeant Major
- Posts : 164
Join date : 2008-11-01
Age : 32
Location : Melbourne / Australia
Re: What's the map size going to be?
Many thanks 8)
Zero Hour haves a great number of excellent mods, however we wanted to have a realistic experience with realistic units and a brand new 'playing stile' (instead of the classic and linear "Build-Collect Resources-Build-Own" C&C style), as we know basically every Zero Hour "Realistic" mod eventually ended (Mideast Crisis, Real War Mod, An Act of War and a great deal of other mods everyone loved).
The TAOW team members met each other and wished to finally bring a realistic experience on a 100% complete ZH conversion package.
We also wished to use Zero Hour's resources and put them to use to deliver a completely different experience than most mods (some times I get the feeling that many mods are kinda "clones", know what I mean? Not to criticize, because I also love to play them, but the gaming experience isn't basically completely "different" on a certain sense).
On the Second Mega Update on moddb we are going to present a brand new "TAOW Document" (an updated version of the current one which is hosted here on the forum) and we are sure to cause some 'stir' once the C&C moddb-based fan community finds our true modification intentions (basically TAOW will be a new game based on ZH's SAGE game engine and resources).
Zero Hour haves a great number of excellent mods, however we wanted to have a realistic experience with realistic units and a brand new 'playing stile' (instead of the classic and linear "Build-Collect Resources-Build-Own" C&C style), as we know basically every Zero Hour "Realistic" mod eventually ended (Mideast Crisis, Real War Mod, An Act of War and a great deal of other mods everyone loved).
The TAOW team members met each other and wished to finally bring a realistic experience on a 100% complete ZH conversion package.
We also wished to use Zero Hour's resources and put them to use to deliver a completely different experience than most mods (some times I get the feeling that many mods are kinda "clones", know what I mean? Not to criticize, because I also love to play them, but the gaming experience isn't basically completely "different" on a certain sense).
On the Second Mega Update on moddb we are going to present a brand new "TAOW Document" (an updated version of the current one which is hosted here on the forum) and we are sure to cause some 'stir' once the C&C moddb-based fan community finds our true modification intentions (basically TAOW will be a new game based on ZH's SAGE game engine and resources).
Snake- General of the Army [Administrator]
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Join date : 2008-02-11
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Re: What's the map size going to be?
that's really great to hear. im very impressed with the devotion you guys have put into your mod, because as you said earlier, it's very sad when mods dont make it. an act of war is actually the first mod i ever stumbled across and got me into modding and moddb, i followed it for years before it was declared dead. (the latest post says it's "dormant" for now, but lets not kid ourselves, it's dead)
even though i only just signed up in these forums i'd been watching TAOW on moddb for a long time and you guys should be really REALLY proud of what you've acheived already, without even a Beta version released, you've acheived and revolutionised the ZH mods area more than any other released ZH mod.
im sure this mods gonna make it. i can tell just by how fast you reply to my posts
just on the whole, job really well done. pyro.
even though i only just signed up in these forums i'd been watching TAOW on moddb for a long time and you guys should be really REALLY proud of what you've acheived already, without even a Beta version released, you've acheived and revolutionised the ZH mods area more than any other released ZH mod.
im sure this mods gonna make it. i can tell just by how fast you reply to my posts
just on the whole, job really well done. pyro.
Pyrospastiac- Sergeant Major
- Posts : 164
Join date : 2008-11-01
Age : 32
Location : Melbourne / Australia
Re: What's the map size going to be?
thanks.
what a coincidence. an act of war mod was the one mod that introduced me to the modding world as well.
what a coincidence. an act of war mod was the one mod that introduced me to the modding world as well.
Re: What's the map size going to be?
Many thanks , the team is REALLY appreciated 8)
Heads up for the US Standard Assault Rifle Poll, we are starting it after it's fully prepared (which might be any moment now), the Second Mega Update is also coming out soon
Heads up for the US Standard Assault Rifle Poll, we are starting it after it's fully prepared (which might be any moment now), the Second Mega Update is also coming out soon
Snake- General of the Army [Administrator]
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Re: What's the map size going to be?
great, i hope you guys didn't use up all of the renders in the first part of the huge update! i'm sure that the other two parts will be much more informative and include more on the actual gameplay styles and future ideas... but you gotta make sure you saved some eye candy for em!!!
Pyrospastiac- Sergeant Major
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Age : 32
Location : Melbourne / Australia
Re: What's the map size going to be?
Lol, in fact we even forgot to post a few renders and vehicles on the previous update , but this one is gonna have more eye candy as well , although it's gonna have extra features and our brand new document version (we are working on it) and, of course, the Assault Rifle Poll.
Snake- General of the Army [Administrator]
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Join date : 2008-02-11
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Re: What's the map size going to be?
u have to create a map that are in a biggggg cityyyyyyyy with zivlivsten and the city must be really biggggggggggggggggggggggggg u know??
not how in zero hour aa litle city i mean real house trainsatino airport world trade center:D:D:D:D make a map wich names NEW YORK
not how in zero hour aa litle city i mean real house trainsatino airport world trade center:D:D:D:D make a map wich names NEW YORK
Squadleader- First Sergeant
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Join date : 2009-01-14
Re: What's the map size going to be?
TAOW will have many city-dense urban environments and maps
Snake- General of the Army [Administrator]
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Re: What's the map size going to be?
Yeah, It El Sure Be A Beaut...
When You See TAOW Done
You Will Say
El perro es demoníaco Hora Cero
When You See TAOW Done
You Will Say
El perro es demoníaco Hora Cero
James100- General [Moderator]
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Age : 44
Snake- General of the Army [Administrator]
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Join date : 2008-02-11
Location : Portugal
Re: What's the map size going to be?
Squadleader wrote:u have to create a map that are in a biggggg cityyyyyyyy with zivlivsten and the city must be really biggggggggggggggggggggggggg u know??
not how in zero hour aa litle city i mean real house trainsatino airport world trade center:D:D:D:D make a map wich names NEW YORK
... and speaking as a guy who likes to build maps, Squadleader. That type of map is one of my favorite types.Snake wrote: TAOW will have many city-dense urban environments and maps :Cool:
Tusker2Zero- General [Moderator]
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Location : Nashville, TN USA
Re: What's the map size going to be?
tusker i didnt know u were into te mapmaking end of things
i too want to get my hands on TAOW's worldbuilder as soon as i can to start rolling out some really cool maps. is the team giving you a pre-release version or do you have to wait for the release? and map with the rest of the community?
i too want to get my hands on TAOW's worldbuilder as soon as i can to start rolling out some really cool maps. is the team giving you a pre-release version or do you have to wait for the release? and map with the rest of the community?
Pyrospastiac- Sergeant Major
- Posts : 164
Join date : 2008-11-01
Age : 32
Location : Melbourne / Australia
Re: What's the map size going to be?
Like you, right now I'm the official mod groupie and nothing else.
I hope that if I'm accepted as a beta tester then I can start making maps that will be included in the mod before the actual release. We'll see about that.
When, and if, I get a beta copy, one of the first maps I want to redo and make it compatible with this mod, is a map called "Long Island Nuclear Winter".
Description: "Long Island Nuclear Winter: [Created by Microsoft_Bob] (my other username) This is a 4-player Island map with lots of detail. Scenario is winter. There are docks, a city (watch out for the nuke trucks!), and industrial areas. Moving traffic adds realism, and a train runs around the outer perimeter of the island. Plenty of room to build and expand. Good map for those of you who play mods with naval units due to the large amount of water. Enjoy the map!"
Screen shot 1 -
http://www.cncden.com/genx_map_pics12/longislandnuke01.jpg
Screen shot 2 -
http://www.cncden.com/genx_map_pics12/longislandnuke02.jpg
Download at -
http://www.cncden.com/genxmaps_featured.shtml
If you play this map with regular zero hour (and I hope you do), you'll note that the downtown area is relatively small. The one advantage this mod will make to this map, is that the units, buildings, and streets, will all be smaller, meaning I will have more room to make a better looking downtown area.
In addition to that, since there will be no base structures or anything like that, I can use the hills where the player starting point are for stuff like residential neighborhoods and stuff like that.
-------------------------------
@Snake & Marc: Can you add additional house types to the mod, please? It's a bit difficult to add a believable western style residential neighborhood when there's just a handful of houses to choose from. Not to say that I haven't seen some good efforts out there in the mapping community, it's just that we should have more of a choice to pick from.
-------------------------------
The picture below is part of a neighborhood scene from another map that I want to eventually convert over called "The Morning Freeway Frack". In the upper left hand corner of the picture is a small town like mainstreet that leads to a small more modern metro area on the other side of a freeway that cuts diagonally through the center of the map (not shown). You can see part of the residential area in the rest of the photo.
I'm not great artist or anything, but I think it looks fairly believable. Anyway, if you have the Shockwave mod check it out. I've even thrown in some of Shockwave's war fortresses to help defend your base with.
Description: This is a 2 player versus 2 player winter map with a large active freeway that cuts through the center of the map. On one side of the freeway is a metropolitan downtown area. On the other side of the freeway is suburban residential style of a neighborhood. Supplies can either be acquired though supply docks located at a 'Wal-mart' style box store/strip mall, or through the towns local shopping mall. Plenty of other tech goodies and eye candy are on this map as well. Watch out for the nuke trucks moving quietly along the freeway, or your army units could become some big time freeway frackin' barbecued road kill!
Download "The Morning Freeway Frack [Shockwave]" for the Shockwave mod at -
http://forum.cncreneclips.com/index.php?showtopic=20727
My other [regular ZH] maps (if anyone's interested in playing them) are:
Hostile Dawn 2: The War Machine
"This 6-player map is a modification to EA's original map Hostile Dawn. Roads and structures have been added to the map, as well as moving planes, trains, and automobiles. Added to the center of the map is an 'industrial park' of sorts. Additional tech structures such as the Tech Hospital has been added, and overall the supplies have been slightly reworked a bit. Check the included readme file for more details."
-and-
Forward Operations Base
"This is a nice looking 4-player map designed for 2v2 games. It features a city on the center, adequate funds and tech goodies scattered about the map. Plenty of room to build and expand your base of operations."
Both of these can be found at:
http://www.cncden.com/genxmaps_skirmish.shtml
For the Project Raptor mod I made the following map:
Quarters Island (for PRmod7)
"This is designed as a 2 vs 2 team map.This is a city map with plenty of water along three of the four edges of the map, and has a river that runs through the center of the city that divides the teams. Players start in a city hall court yard and have a variety of ways to get to, and around, the other team. There is a 'naval base' and port area at the rear of each teams part of the city that can be potentially used as a foothold to attack the other team from the rear (That is if the base isn't already occupied). Look for militia (the 'local unrest') to assist you in defeating the other team. GLA is rumored to be in the area and may also help your cause if you capture them. Be on the lookout for naval assets like battleships, hovercraft, and carriers (some of these assets will have to be 'unlocked' to use. Watch out for the train that runs between the ports, down a long railroad channel that runs just about the entire northern extent of the map. Once your in that channel, you're pretty much committed to it."
This map can be downloaded at:
http://forums.revora.net/index.php?s=26506d613caabaf8812972ea0962bb72&showtopic=49259
I hope that if I'm accepted as a beta tester then I can start making maps that will be included in the mod before the actual release. We'll see about that.
When, and if, I get a beta copy, one of the first maps I want to redo and make it compatible with this mod, is a map called "Long Island Nuclear Winter".
Description: "Long Island Nuclear Winter: [Created by Microsoft_Bob] (my other username) This is a 4-player Island map with lots of detail. Scenario is winter. There are docks, a city (watch out for the nuke trucks!), and industrial areas. Moving traffic adds realism, and a train runs around the outer perimeter of the island. Plenty of room to build and expand. Good map for those of you who play mods with naval units due to the large amount of water. Enjoy the map!"
Screen shot 1 -
http://www.cncden.com/genx_map_pics12/longislandnuke01.jpg
Screen shot 2 -
http://www.cncden.com/genx_map_pics12/longislandnuke02.jpg
Download at -
http://www.cncden.com/genxmaps_featured.shtml
If you play this map with regular zero hour (and I hope you do), you'll note that the downtown area is relatively small. The one advantage this mod will make to this map, is that the units, buildings, and streets, will all be smaller, meaning I will have more room to make a better looking downtown area.
In addition to that, since there will be no base structures or anything like that, I can use the hills where the player starting point are for stuff like residential neighborhoods and stuff like that.
-------------------------------
@Snake & Marc: Can you add additional house types to the mod, please? It's a bit difficult to add a believable western style residential neighborhood when there's just a handful of houses to choose from. Not to say that I haven't seen some good efforts out there in the mapping community, it's just that we should have more of a choice to pick from.
-------------------------------
The picture below is part of a neighborhood scene from another map that I want to eventually convert over called "The Morning Freeway Frack". In the upper left hand corner of the picture is a small town like mainstreet that leads to a small more modern metro area on the other side of a freeway that cuts diagonally through the center of the map (not shown). You can see part of the residential area in the rest of the photo.
I'm not great artist or anything, but I think it looks fairly believable. Anyway, if you have the Shockwave mod check it out. I've even thrown in some of Shockwave's war fortresses to help defend your base with.
Description: This is a 2 player versus 2 player winter map with a large active freeway that cuts through the center of the map. On one side of the freeway is a metropolitan downtown area. On the other side of the freeway is suburban residential style of a neighborhood. Supplies can either be acquired though supply docks located at a 'Wal-mart' style box store/strip mall, or through the towns local shopping mall. Plenty of other tech goodies and eye candy are on this map as well. Watch out for the nuke trucks moving quietly along the freeway, or your army units could become some big time freeway frackin' barbecued road kill!
Download "The Morning Freeway Frack [Shockwave]" for the Shockwave mod at -
http://forum.cncreneclips.com/index.php?showtopic=20727
My other [regular ZH] maps (if anyone's interested in playing them) are:
Hostile Dawn 2: The War Machine
"This 6-player map is a modification to EA's original map Hostile Dawn. Roads and structures have been added to the map, as well as moving planes, trains, and automobiles. Added to the center of the map is an 'industrial park' of sorts. Additional tech structures such as the Tech Hospital has been added, and overall the supplies have been slightly reworked a bit. Check the included readme file for more details."
-and-
Forward Operations Base
"This is a nice looking 4-player map designed for 2v2 games. It features a city on the center, adequate funds and tech goodies scattered about the map. Plenty of room to build and expand your base of operations."
Both of these can be found at:
http://www.cncden.com/genxmaps_skirmish.shtml
For the Project Raptor mod I made the following map:
Quarters Island (for PRmod7)
"This is designed as a 2 vs 2 team map.This is a city map with plenty of water along three of the four edges of the map, and has a river that runs through the center of the city that divides the teams. Players start in a city hall court yard and have a variety of ways to get to, and around, the other team. There is a 'naval base' and port area at the rear of each teams part of the city that can be potentially used as a foothold to attack the other team from the rear (That is if the base isn't already occupied). Look for militia (the 'local unrest') to assist you in defeating the other team. GLA is rumored to be in the area and may also help your cause if you capture them. Be on the lookout for naval assets like battleships, hovercraft, and carriers (some of these assets will have to be 'unlocked' to use. Watch out for the train that runs between the ports, down a long railroad channel that runs just about the entire northern extent of the map. Once your in that channel, you're pretty much committed to it."
This map can be downloaded at:
http://forums.revora.net/index.php?s=26506d613caabaf8812972ea0962bb72&showtopic=49259
Last edited by Tusker2Zero on Fri Jan 16, 2009 11:16 pm; edited 1 time in total (Reason for editing : Clairfied who Microsoft_Bob is. My other username around the net.)
Tusker2Zero- General [Moderator]
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Location : Nashville, TN USA
Re: What's the map size going to be?
LOL! holy crap. you should've told me earlier! i've played both nuclear long island and morning freeway frack!!! and i loved em!!! especially freeway frack, really well done on that one man. i too will probably be looking out to be a beta tester so i can get mapping right away. correct me if im wrong, i may be thinking of another map, but im sure i didnt play yours in ZH, but rather ShockWave. were they compatible/ made compatible by someone else maybe?
Pyrospastiac- Sergeant Major
- Posts : 164
Join date : 2008-11-01
Age : 32
Location : Melbourne / Australia
Re: What's the map size going to be?
LOL I Used To Make Maps Too! (Can't Mod Why Not Map ?
The TAOW Worldbuilder
will be the caveman version of our world builder
The TAOW Worldbuilder
will be the caveman version of our world builder
James100- General [Moderator]
- Posts : 1294
Join date : 2008-11-09
Age : 44
Re: What's the map size going to be?
Thanks. I'm glad you liked them.Pyrospastiac wrote:LOL! holy crap. you should've told me earlier! i've played both nuclear long island and morning freeway frack!!! and i loved em!!! especially freeway frack, really well done on that one man. i too will probably be looking out to be a beta tester so i can get mapping right away. correct me if im wrong, i may be thinking of another map, but im sure i didnt play yours in ZH, but rather ShockWave. were they compatible/ made compatible by someone else maybe?
Freeway Frack was modified for Shockwave by me. As Long Island Nuclear Winter I remember, my memory is pretty bad, but I remember working on modifying it but I don't remember releasing it. I may have though. I went over to the Shockwave forum's map section, and didn't find it there, so who knows at this point.
James100 wrote:LOL I Used To Make Maps Too! (Can't Mod Why Not Map Laughing?
The TAOW Worldbuilder
will be the caveman version of our world builder
Yeah, I know what you mean. About as far as I got into modding was messing around making some map.ini's. I used to take the civilian crates that gave money and other freebies and modified them to in addition to the money give out certain units. One of my favorite examples is, a money create located in front of a bar on my map that gave out 12 combat cycles when you ran over it.
I mean where else are you going to find a bunch of civies willing to fight over any little thing? The bar of course!
Tusker2Zero- General [Moderator]
- Posts : 430
Join date : 2008-11-21
Location : Nashville, TN USA
Re: What's the map size going to be?
Tusker2Zero wrote:Squadleader wrote:u have to create a map that are in a biggggg cityyyyyyyy with zivlivsten and the city must be really biggggggggggggggggggggggggg u know??
not how in zero hour aa litle city i mean real house trainsatino airport world trade center:D:D:D:D make a map wich names NEW YORK... and speaking as a guy who likes to build maps, Squadleader. That type of map is one of my favorite types.Snake wrote: TAOW will have many city-dense urban environments and maps :Cool:
Same here , I love urban environments, specially since there's a lot of possible tactics which wouldn't be possible on open terrain (or in forested areas).
Pyrospastiac wrote:tusker i didnt know u were into te mapmaking end of things
i too want to get my hands on TAOW's worldbuilder as soon as i can to start rolling out some really cool maps. is the team giving you a pre-release version or do you have to wait for the release? and map with the rest of the community?
Tusker is a top of the line mapper , a real pro by all means
About TAOW's Worldbuilder, it would be sweet if we managed to release the first version during the "beta season" (there's gonna be more than a single beta ).
Tusker2Zero wrote:Like you, right now I'm the official mod groupie and nothing else.
I hope that if I'm accepted as a beta tester then I can start making maps that will be included in the mod before the actual release. We'll see about that.
You guys are some of the first we'll ask for for earlier beta testing (just a humble way of us saying thanks for your great support ).
Tusker2Zero wrote:When, and if, I get a beta copy, one of the first maps I want to redo and make it compatible with this mod, is a map called "Long Island Nuclear Winter".
I love that map, it was one of the main maps I used on the Naval-compatible mods
Tusker2Zero wrote:@Snake & Marc: Can you add additional house types to the mod, please? It's a bit difficult to add a believable western style residential neighborhood when there's just a handful of houses to choose from. Not to say that I haven't seen some good efforts out there in the mapping community, it's just that we should have more of a choice to pick from.
Certainly, hopefully one of our biggest mapmaker add-ons will be buildings (many kinds of buildings and buildings from several "cultures").
I was even thinking of proposing to create a Building-Only thread where people could send us their own buildings
James100 wrote:LOL I Used To Make Maps Too! (Can't Mod Why Not Map ?
The TAOW Worldbuilder
will be the caveman version of our world builder
I loved to create maps for Red Alert 2 (specially the later Fan-Made Mapmaker for Yuri's Revenge, the Final Alert 2: Yuri's Revenge, great mapmaker ).
Snake- General of the Army [Administrator]
- Posts : 5707
Join date : 2008-02-11
Location : Portugal
Re: What's the map size going to be?
Thanks for your kind words sir, but I still have a lot to learn. But, I'm getting there though!Snake wrote:Tusker is a top of the line mapper , a real pro by all means
Hopefully I'll get there sometime before Generals 10 comes out.
Gee thanks! I do appreciate that.Snake wrote: You guys are some of the first we'll ask for for earlier beta testing (just a humble way of us saying thanks for your great support ).
Glad to hear that. Thanks!Snake wrote: I love that map, it was one of the main maps I used on the Naval-compatible mods
I think that's a great idea. I know that I have a lot of buildings that I would like to see in the mod. This would be a good place to centralize the ideas.Snake wrote:Certainly, hopefully one of our biggest mapmaker add-ons will be buildings (many kinds of buildings and buildings from several "cultures").
I was even thinking of proposing to create a Building-Only thread where people could send us their own buildings
Tusker2Zero- General [Moderator]
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Location : Nashville, TN USA
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