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Map tricks/ideas



Afternoon.

First, thanks for the amazingly addicting game. I've enjoyed playing the Windows Mobile port on my 8125 immensely.

I looked around the archive a little and didn't see any threads on this topic. (Didn't see a search feature.)

I had some ideas on more dynamic maps that would make things much more interesting and strategic than they are already. I don't have time to both create levels and play them, so I thought I would throw these ideas out to the master map makers:

1. Demolition of bridges/buildings/mines or sabotage.

I've attached a very basic example of this (play the Good Guys). There is a hidden mountain base that has only one way in: the bridge across the river.
I've placed a special tile just southeast of the bridge that has a sethex trigger on it to change it from a working bridge to a destroyed one.
The trigger is activated when a specific infantry unit (currently in Good Guy's Base) lands on that hex.


The only problem I have seen so far is that any unit that happens to be on the bridge when it explodes will be stuck there. The easy fix for this would be a more specific destroyunit trigger that would destroy any unit currently at a particular hex position.

For the demolition idea to be used much more effectively, it would be beneficial if the triggers could also check for the experience level of the unit at the position. That would force a player (especially in a two player game) to build up an infantry's experience before being able to blow up or sabotage something.

Another great example of where demolition could be used would be near an enemy mine. You could setup a trigger that would destroy their mine production capabilities, or even one that would destroy or temporarily take away some of their factory production capabilities.


2. Timed diminishing of a mine's output.

Some of these maps with many factories get way out of control. I've resorted to using interceptors or other units to block all exits just to keep the bad guys from flooding out while I work on destroying their forces. (On that note, ground units should be able to walk under and passed flying ones. It's way to easy to block your opponent with Interceptors when they have nothing but infantry to fight them with.)

Some of the maps would be much more interesting if the mines' production slowly diminished after x number of turns. With the current build, this should be really easy to do.


3. Timed increase of a factory's research.

Like many other similar games, it would be neat to see maps that only allowed you to produce a couple different types of units at first. Then at turn x, both sides could produce a few more different types, etc. This also should be relatively easy to implement.


4. Changing tides.

I thought of this last night. It would be neat to see a map with water where the tide would come in and out. That would make it harder to bring reinforcements via ship and would make your troopship get stuck until the tide came back in. Could make for some fun maps!

This could easily be implemented by using circular triggers that activated and deactivated each other after x number of timer calls.



Those are just a couple of the ideas I had. If anyone is interested, I'll gladly post more when I remember what they were.

-Z
[mission]
name = 0
mapwidth = 20
mapheight = 20
info = 0
skirmish = 1
campaign = 0
campaignname = -1
campaigninfo = -1
players = 1
tileset = default
unitset = default

[map-raw]
362,361,361,361,361,361,361,30,77,30,30,30,30,30,30,30,30,38,38,38
361,361,361,360,360,360,76,30,30,30,30,30,30,30,30,30,30,30,38,38
361,361,361,360,360,360,30,30,30,30,30,30,30,30,30,30,30,54,38,38
361,360,360,360,360,360,30,30,30,30,30,30,30,30,30,30,30,38,38,38
360,360,360,363,360,360,30,30,30,30,30,30,38,30,30,38,38,38,38,38
360,360,360,360,360,360,30,30,30,30,30,38,38,38,38,38,38,38,38,38
360,360,77,77,77,30,30,30,30,30,30,38,38,38,38,38,38,38,38,38
360,360,360,30,360,314,30,30,30,30,30,38,38,38,38,38,66,38,38,38
360,360,360,360,30,309,30,30,30,30,30,38,38,38,38,66,66,65,66,65
30,30,360,313,30,318,30,30,30,30,38,38,38,38,66,65,66,38,38,66
77,78,78,30,316,31,325,310,30,30,38,38,38,38,38,65,66,65,38,38
78,30,30,30,30,30,313,310,310,360,30,30,38,38,38,65,65,66,38,38
79,30,30,30,30,30,30,30,340,30,360,208,30,30,38,38,66,38,38,38
80,79,77,38,30,30,30,30,38,38,30,30,360,310,38,38,65,38,38,38
79,79,80,79,38,38,38,38,38,38,38,30,55,38,310,310,38,38,38,311
124,118,80,81,77,75,38,38,38,38,38,30,30,38,38,38,310,316,311,38
123,122,124,81,81,31,38,38,38,38,30,38,38,38,38,38,38,38,38,38
125,119,126,33,31,81,79,77,38,38,38,38,38,38,30,38,38,38,38,38
126,18,33,120,118,118,81,77,38,38,38,38,38,30,30,30,30,38,38,38
126,126,124,125,122,122,124,65,65,65,65,38,38,38,30,30,30,30,30,30

[player]
name = 2
briefing = 1
fcolor = 254,166,4
bcolor = 86,54,12

[player]
name = 3
briefing = 3
fcolor = 0,170,255
bcolor = 2,38,92

[unit]
type = Heavy Tanks
player = 2
id = 8
pos = 10/2

[unit]
type = Heavy Tanks
player = 2
id = 9
pos = 11/2

[unit]
type = Scouts
player = 2
id = 7
pos = 10/15
size = 3
xp = 3
face = 4

[unit]
type = Scouts
player = 2
id = 6
pos = 6/16
size = 3
xp = 2
face = 4

[unit]
type = Medium Tanks
player = 2
id = 10
pos = 11/1

[unit]
type = Medium Tanks
player = 2
id = 11
pos = 12/2

[unit]
type = Infantry
player = 2
id = 5
pos = 12/1

[unit]
type = Infantry
player = 2
id = 12
pos = 10/1

[unit]
type = Scouts
player = 2
id = 13
pos = 11/0

[unit]
type = Scouts
player = 2
id = 14
pos = 9/1

[unit]
type = Scouts
player = 2
id = 15
pos = 13/1

[unit]
type = Troopships
player = 2
id = 16
pos = 6/0
face = 2

[unit]
type = Infantry
player = 1
id = 0
pos = 1/18
xp = 3

[unit]
type = Medium Tanks
player = 1
id = 1
pos = 1/18
size = 2
xp = 4

[unit]
type = Scouts
player = 1
id = 2
pos = 1/18
size = 5
xp = 2

[unit]
type = Scouts
player = 1
id = 3
pos = 1/18

[unit]
type = Medium Tanks
player = 1
id = 4
pos = 1/18

[unit]
type = Infantry
player = 2
id = 17
pos = 6/0

[unit]
type = Infantry
player = 2
id = 18
pos = 6/0

[unit]
type = Medium Tanks
player = 2
id = 19
pos = 6/0

[unit]
type = Medium Tanks
player = 2
id = 20
pos = 6/0

[building]
name = 4
player = 1
id = 0
pos = 1/18
type = workshop
crystals = 25
capacity = 1000
minweight = 0
maxweight = 99

[event]
id = 0
type = configure
player = 1
title = 5
message = 1
trigger = timer
ttime = 0
setting = briefing1
value = 1

[event]
id = 1
type = sethex
player = 1
discard = 1
title = 6
message = 7
trigger = unitposition
tunit = 0
towner = 1
tpos = 10/13
tile = 211
pos = 11/12

[event]
id = 2
type = score
player = 1
depend = 1
trigger = timer
ttime = 0
success = 100
othermsg = -1
othertitle = -1

[messages(en)]
Demolition Example
%
The enemy scouts have located your hidden base.

Reinforcements have just brought in by ship nearby and are heading your way. They must not be allowed to capture or detroy the base.

Luckily, the general had the only bridge over the river rigged. Get your infantry to the bridge and blow it up to stop the attack.

Move your infantry to the demolition point SE of the bridge to blow it.
%
Good Guys
%
Bad Guys
%
Good Guys Hidden Base
%
Good Guys Briefing
%
Bridge Destroyed!
%
Well done! The bridge has been destroyed and the attack has been thwarted for now.
[/messages]

Attachment: demolition.lev
Description: Binary data