Hey guys, this is just a bit of speculative thinking occasioned by a discussion a couple of buddies and I were having on the Vietnam War Mod for Call of Duty.
It started with the idea that the mod would have been more realistic and infinitely more awesome if the map had some kind of system that could dynamically build a tunnel system for the Vietcong faction. This tunnel system would run on some kind of really really badass algorithm that, according to the movement patterns of the American faction, would determine the most advantageous points on the map (for guerrilla hit-and-run tactics and ambushes) to connect via a tunnel network, perpetually ensuring that the Vietcong always have the element of surprise and prevent the opposing faction from memorizing the entry/exit points of the tunnel network.
Now, obviously, this idea has its draw backs. Vietcong player can enter the tunnel system and emerge somewhere on the map completely lost (and end up getting killed while he tries to get his exact position on the map) and leave both factions wandering around aimlessly hoping that they'll eventually run into one another. An endless "where the hell are they" and "where the hell am I" scenario.
Still, the idea got me thinking, is it possible to implement some kind of dynamic self-adjusting map layout system that would ensure that every game played on the map is always going to be a unique game? I am presently working on my own third person AOS-Zone-Control-RTS hybrid map that pits Terrans and Zerg against each other and was thinking that it would be cool if certain features of the map would change depending on the actions of the respective sides. Basically, besides Terran and Zerg players being the only dynamic elements in the equation, their respective faction AI would also dynamically adjust itself depending on shifting combat conditions and the actions of the players and opposing AI.
If it is indeed possible, what would these dynamic self-adjustments be? At present, I can only think of reactive readjustment of the faction AI's force composition and upgrades. I was also considering dynamic region-specific map events depending on certain combat statistics that the AI keeps track of (like, an AI controlled Battle Cruiser descending from orbit to lock down a specific Terran controlled region should conflicts in that region often result in stalemates, preventing the Terrans from advancing to the next adjacent region. Another would be the Zerg AI spawning AI controlled Nydus Worms in Zerg controlled regions that is often the site of a stalemate). The idea was to create shifting battlefield condition that made each game unique and unpredictable to a certain degree while not being too unpredictable to the point that the players feel powerless or lost.
I was wondering what ideas you guys might have on the subject and if anyone else has attempted this idea to some relative degree of success in their own projects. Hoping you guys can help me develop the idea. :)
That looks amazing. I really love the detail on the exoskeleton/armour around the head. Pure awesome.
Wish that the armour around the legs and claws war a little sharper around the edges though and not so rounded and curved. The head is unmistakably Zerg but the rest of the body still looks very crustacean and doesn't have the menacing edge of the head. Also, wish there was just more armour all around, especially along the sides and tail. I can so imagine using the data editor to attach the queen's back spines/claws.
I was wondering if it weren't to much to ask if you could perform a couple of unit dissections for me?
If possible, could amputate the lower tentacled end of the Corrupter from the rest of the unit's model and upload both halves?
Also, could you amputate the Queen's spine "wings" and post them, separating them into left and right as you did with the mutalisk wings? Also, would it be possible to do the same of Kerrigan's "wings"?
And finally, could you excise the Stetmann Medic model's backpack?
Hey guys, long time lurker here, first time poster, so please forgive the noobishness of this question. I have a terrain related question for a map I currently have in development.
I'm really interested in trying to create interior spaces for a third person perspective rpg map that I've been planning and I can't figure out the best way to pull it off. I really need to find a way to pull of ceilings in order to simulate a sense of claustrophobia and enclosed spaces which are absolutely necessary for the style and atmosphere that I'm trying to achieve with my present map project. We all remember Malu's awesome Ruins zombie survival map and Bibendus's Corpses map, and I was hoping to adapt the same visual style in a smaller and less open environment.
I was wondering if anyone here has managed to improvise a ceiling system I can work around? looking forward to seeing what you guys have managed to come up with. Thanks!
0
Hey guys, this is just a bit of speculative thinking occasioned by a discussion a couple of buddies and I were having on the Vietnam War Mod for Call of Duty.
It started with the idea that the mod would have been more realistic and infinitely more awesome if the map had some kind of system that could dynamically build a tunnel system for the Vietcong faction. This tunnel system would run on some kind of really really badass algorithm that, according to the movement patterns of the American faction, would determine the most advantageous points on the map (for guerrilla hit-and-run tactics and ambushes) to connect via a tunnel network, perpetually ensuring that the Vietcong always have the element of surprise and prevent the opposing faction from memorizing the entry/exit points of the tunnel network.
Now, obviously, this idea has its draw backs. Vietcong player can enter the tunnel system and emerge somewhere on the map completely lost (and end up getting killed while he tries to get his exact position on the map) and leave both factions wandering around aimlessly hoping that they'll eventually run into one another. An endless "where the hell are they" and "where the hell am I" scenario.
Still, the idea got me thinking, is it possible to implement some kind of dynamic self-adjusting map layout system that would ensure that every game played on the map is always going to be a unique game? I am presently working on my own third person AOS-Zone-Control-RTS hybrid map that pits Terrans and Zerg against each other and was thinking that it would be cool if certain features of the map would change depending on the actions of the respective sides. Basically, besides Terran and Zerg players being the only dynamic elements in the equation, their respective faction AI would also dynamically adjust itself depending on shifting combat conditions and the actions of the players and opposing AI.
If it is indeed possible, what would these dynamic self-adjustments be? At present, I can only think of reactive readjustment of the faction AI's force composition and upgrades. I was also considering dynamic region-specific map events depending on certain combat statistics that the AI keeps track of (like, an AI controlled Battle Cruiser descending from orbit to lock down a specific Terran controlled region should conflicts in that region often result in stalemates, preventing the Terrans from advancing to the next adjacent region. Another would be the Zerg AI spawning AI controlled Nydus Worms in Zerg controlled regions that is often the site of a stalemate). The idea was to create shifting battlefield condition that made each game unique and unpredictable to a certain degree while not being too unpredictable to the point that the players feel powerless or lost.
I was wondering what ideas you guys might have on the subject and if anyone else has attempted this idea to some relative degree of success in their own projects. Hoping you guys can help me develop the idea. :)
0
That looks amazing. I really love the detail on the exoskeleton/armour around the head. Pure awesome.
Wish that the armour around the legs and claws war a little sharper around the edges though and not so rounded and curved. The head is unmistakably Zerg but the rest of the body still looks very crustacean and doesn't have the menacing edge of the head. Also, wish there was just more armour all around, especially along the sides and tail. I can so imagine using the data editor to attach the queen's back spines/claws.
0
@UltiDrgn: Go
Corrupter: I see, oh well, thank you anyway :)
Queen: Oh, hehe, yeah, I see what you mean. I was referring to the 2 giant claws/spines attached to the back of the queen that she uses to attack.
Thanks Ulti!
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Hello UltiDrgn,
I was wondering if it weren't to much to ask if you could perform a couple of unit dissections for me?
If possible, could amputate the lower tentacled end of the Corrupter from the rest of the unit's model and upload both halves?
Also, could you amputate the Queen's spine "wings" and post them, separating them into left and right as you did with the mutalisk wings? Also, would it be possible to do the same of Kerrigan's "wings"?
And finally, could you excise the Stetmann Medic model's backpack?
Thanks in advance Ulti!
0
Hey guys, long time lurker here, first time poster, so please forgive the noobishness of this question. I have a terrain related question for a map I currently have in development.
I'm really interested in trying to create interior spaces for a third person perspective rpg map that I've been planning and I can't figure out the best way to pull it off. I really need to find a way to pull of ceilings in order to simulate a sense of claustrophobia and enclosed spaces which are absolutely necessary for the style and atmosphere that I'm trying to achieve with my present map project. We all remember Malu's awesome Ruins zombie survival map and Bibendus's Corpses map, and I was hoping to adapt the same visual style in a smaller and less open environment.
I was wondering if anyone here has managed to improvise a ceiling system I can work around? looking forward to seeing what you guys have managed to come up with. Thanks!