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Multiwinian cities

Posted: Thu Dec 11, 2008 2:44 am
by Kaizer
After playing most of the maps Multiwinia has to offer, i've come to the realisation that multiwinians fight exclusively on dense forests, temples or fortresses.

Does the backstory give room to allow multiwinian cities to exist? and i dont mean the bases that appear in Assault mode, but real bon-fide cities. Surely every now and then two multiwinian armies would fight over a large sprawling metropolis

i wouldn't mind seeing a few maps introduced that have an urban setting, perhaps using some of the building models from darwinia (but they'd have no purpose other than aesthetics).

Posted: Thu Dec 11, 2008 10:50 am
by Xocrates
Considering that even in Darwinia there was never any indication that DGs lived indoors, I don't really see why.

Although, obviously, once the map editor gets released you (and others) can try for that.

Posted: Thu Dec 11, 2008 11:01 am
by MrBunsy
I think fighting over the ruins of former darwinian maps has potential. Cities would be cool, even if not fitting to the story, but making all the models required to get them looking good would take a long time. Something like fighting over the remains of the mining facilities or the Yard might be more feasible to make.

Posted: Thu Dec 11, 2008 3:38 pm
by Major Cooke
MrBunsy wrote:I think fighting over the ruins of former darwinian maps has potential. Cities would be cool, even if not fitting to the story, but making all the models required to get them looking good would take a long time. Something like fighting over the remains of the mining facilities or the Yard might be more feasible to make.


And you could make some nice assault maps out of it too.

Posted: Thu Dec 11, 2008 4:55 pm
by Miktor
I'm not sure how many objects you actually have in the map creator for multiwinia, but it might not be enough. A second thing, i don't think you can place new models in the map creator. So unless you're thinking just some walls and blocks, don't get too excited for it.

Posted: Thu Dec 11, 2008 5:07 pm
by xander
Miktor wrote:I'm not sure how many objects you actually have in the map creator for multiwinia, but it might not be enough. A second thing, i don't think you can place new models in the map creator. So unless you're thinking just some walls and blocks, don't get too excited for it.

What makes you think that? Play with the Darwinia editor a bit, and note that there is a building type called "StaticShape", which can have any model assigned to it. Why should Multiwinia be any different?

xander

Posted: Thu Dec 11, 2008 6:53 pm
by prophile
I really like the idea of the original Darwinia maps returning. Biosphere and Escort would both make excellent KOTH maps, and Temple would suit assault.

Posted: Thu Dec 11, 2008 7:38 pm
by jelco
What about Mine and Refinery? They're awesome maps but kinda difficult to fit in with Multiwinia's gameplay. If anything I think they'd be best suited for Assault.

(Ruined) cities in general is a pretty awesome idea by the way. The main problem would be with not having the landscape get in the way of the battles, I imagine.

Jelco

Posted: Fri Dec 12, 2008 12:41 am
by Kaizer
actually i think that if you are fighting in a city the landscape would be integral to the battles, dont you think? i.e. fighting over ruined buldings, holes in walls, etc.

Posted: Fri Dec 12, 2008 12:48 am
by Kuth
I'd also like to see a return to some of the old Darwinia maps.

With all the warfare going on and the different species of Multwinians showing up, I have to wonder what happened to the critical structures needed for rebirth on Darwinia. Pattern buffer's surely been destroyed, otherwise there wouldn't be so many variations of the MWs continually respawning. What of other places?

Posted: Fri Dec 12, 2008 11:39 am
by jelco
Kaizer wrote:actually i think that if you are fighting in a city the landscape would be integral to the battles, dont you think? i.e. fighting over ruined buldings, holes in walls, etc.

What I mean is that Darwinians don't fight well when the landscape is easy to get stuck in. Ruins implies lots of tight pathways and dead ends, which would generally be a bad situation for Darwinians to be in when they're in autonomous panic-mode. It would be best to have the theme of ruins as scenery, not the landscape, if you get the difference I want to imply.

Jelco

Posted: Fri Dec 12, 2008 2:33 pm
by Kaizer
ah i get it now. you indeed have a point there chap.

well what about intact cities then? surely that would be more suited to gampley. i guess we'll find out when the map editor is released.

Posted: Fri Dec 12, 2008 4:08 pm
by Cooper42
Before any statics are heavily used in maps, I'd like to see the clipping issues sorted out. Too often have I had gun turrets decimate me through what I thought were solid walls in assault maps...

Posted: Fri Dec 26, 2008 1:25 am
by skull13
Containment, with a few tweaks, would make the best assault map ever. There was a Darwinia mod, by the way, which was a precursor to the Assault mode

It had 1000 red guys a second pour out of a spawn zone, and charge towards a heavily defended base. Needless to say, it was hell to play for a while.

Posted: Fri Dec 26, 2008 3:07 am
by Techman224
Remember the darwinia demo where there's a space ship you need to launch? The creator of darwinia said that the darwinians created it and was their first place built all by themselves. So I think we could create new maps for multiwinia.