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Author Topic: [map] Minor errors  (Read 13514 times)

Offline Rodmar

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[map] Minor errors
« on: September 11, 2015, 05:20:24 pm »
I don't know which maps are WIP, but I still report these cases as a remainder.

  • The African Village map may be located in present days Venezuela. If not a place-holder for a more south-american themed map, this map's name could be changed to:
    Brushland Village [or] Bushland Village
    because this biome is fully legit in Venezuela, as per:
    https://upload.wikimedia.org/wikipedia/commons/thumb/3/3b/Biome_map_07.svg/langfr-1024px-Biome_map_07.svg.png
  • The Corrupter UFO model seems to still have two versions. The one on the +farm map looks complete while the one on some jungle map (I don't have the map's name, sorry) features an empty cockpit (see first screenshot).
  • All the red tiles roof houses in the +farm map don't have any windows nor doors. It's clearly not some convenience to ease the fight (such as opened windows), because some obvious doors are really missing (see second screenshot).
  • This one is more like a feature request. On one of the Harvest maps, a house model features an unused solid space (that's quite odd). The two last screenshots suggest to change this model a bit. The solid bloc could become a WC/bathroom, and the bathroom could become an office, so that the whole right wing becomes a quasi-independent suite (entrance, bedroom, office, bathroom) for an elder child or to be rent.
« Last Edit: September 11, 2015, 05:25:49 pm by Rodmar »

Offline Rodmar

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Re: [map] Minor errors
« Reply #1 on: September 11, 2015, 05:35:31 pm »
This a debatable suggestion. (:)).  I find the Ambushed Military Convoys map settings a little odd, mainly because the regulatory distance between vehicles in a military convoy don't seem to be followed.
Currently, they are next to each other!
I know that there must be some balance between realism and map interest, but I'd suggest to correct this setting in the best way. For example, I'd remove the second truck.
Also, I'd remove the older, 20th century models, perhaps adding more of the escort vehicles.
I know that this mean that the map's interest would change, but frankly, on the two times I played this map, I never had to penetrate deeply inside the canyon.
« Last Edit: September 11, 2015, 05:38:09 pm by Rodmar »

Offline ShipIt

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Re: [map] Minor errors
« Reply #2 on: September 12, 2015, 09:21:37 pm »
I don't know which maps are WIP ...

All.

Offline ShipIt

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Re: [map] Minor errors
« Reply #3 on: September 12, 2015, 09:24:10 pm »
This a debatable suggestion. (:)).  I find the Ambushed Military Convoys map settings a little odd, mainly because the regulatory distance between vehicles in a military convoy don't seem to be followed.
Currently, they are next to each other!
I know that there must be some balance between realism and map interest, but I'd suggest to correct this setting in the best way. For example, I'd remove the second truck.
Also, I'd remove the older, 20th century models, perhaps adding more of the escort vehicles.
I know that this mean that the map's interest would change, but frankly, on the two times I played this map, I never had to penetrate deeply inside the canyon.

There will be an updated version of this as soon as I find the time to finish it.

Offline Rodmar

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Re: [map] Minor errors
« Reply #4 on: September 20, 2015, 07:12:09 pm »
v25
African Village

There're some leaves through the Heracles's cockpit (at least in this setting).

Offline Rodmar

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Re: [map] Minor errors
« Reply #5 on: September 22, 2015, 04:06:37 pm »
There will be an updated version of this as soon as I find the time to finish it.
Perhaps you already know it, but it looks like the aliens are able to access a hidden, 5th map level, thus becoming invisible to PHALANX (the player can't display beyond the 4th map level).
As I had to reload after the inexplicable loss of two soldiers, shot "from the air", I spot on invisible aliens at two nearby locations, very close to the highest points on this map.

The aiming system still "see" them, as well as the SPACE cycling-through-visible-aliens function. The two last screenshots feature two different locations where the SPACE function localizes the invisible aliens.
« Last Edit: September 22, 2015, 04:08:51 pm by Rodmar »

Offline ShipIt

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Re: [map] Minor errors
« Reply #6 on: September 24, 2015, 07:09:26 am »
    [/li]
    [li]This one is more like a feature request. On one of the Harvest maps, a house model features an unused solid space (that's quite odd). The two last screenshots suggest to change this model a bit. The solid bloc could become a WC/bathroom, and the bathroom could become an office, so that the whole right wing becomes a quasi-independent suite (entrance, bedroom, office, bathroom) for an elder child or to be rent.
    [/li]
    [/list]

    This is true in real life. In game it will just create dead space. Civs will be cought there and end up with no chance to run, and your soldiers will never be forced to enter.

    Offline Rodmar

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    Re: [map] Minor errors
    « Reply #7 on: September 24, 2015, 10:21:17 pm »
    v2.5
    Villa

    1/ The water is separated in two by a green artifact. Perhaps it depends on the graphic settings?

    2/ On the left, when a soldier climb the rocks, it sounds as if he walks in shallow waters (two locations at least). I didn't see him walking through the rock, though.

    Offline Rodmar

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    Re: [map] Minor errors
    « Reply #8 on: September 24, 2015, 10:32:12 pm »
    v2.5
    Urban Periphery

    1/ Parking Lot:
    On the 4th floor, there's a "hole" between the two car elevators (you can see through it). On the lower floors, it would be the location of the level's number sign ("4" in this case).

    2/ Highroads:
    In the case depicted on the screenshots, it looks like (though I'm not sure) that the new animated road borders block the aiming indication system, without impairing vision, nor the real chances to hit.
    This Taman is said to be at 0% chances to be hit. However, the LOS is clear, the aiming ray is green, and more importantly, both a needler short burst and a laser wave fire hit it several times (and killed it). I assume that this is map dependant because it's the first time I experience such a 0% chances in such favorable circumstances.

    Offline ShipIt

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    Re: [map] Minor errors
    « Reply #9 on: September 25, 2015, 08:17:55 am »
    Fixed 1/ and 1/ of the latter two reports. Thanks for reporting.

    Offline Rodmar

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    Re: [map] Minor errors
    « Reply #10 on: September 29, 2015, 09:38:56 pm »
    v2.5
    Old Town Center

    • Small boat model: there's water inside the small boat between the bridges! Although, this happens often in our rivers irl, perhaps the water level could  be lowered a bit, or the model tilted?
    • Water sound on paved pier: on two or three squares, there's a water sound when a soldier walk on them. Could this be related to a water level slightly too high, too?
      Note that this is NOT the case at the other stairs, on the opposite (right) side.

    Offline Rodmar

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    Re: [map] Minor errors
    « Reply #11 on: September 30, 2015, 08:23:31 pm »
    v2.5
    Fuel Deposite
    • Door on the ground: it's turned bottom top, as seen with the sign that should be far away from the wall. (Look at the other door to see that the sign is on the top half of those doors).
    • MIssing path in the entrance yard: not even a box appears when you hover over this square.

    Offline ShipIt

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    Re: [map] Minor errors
    « Reply #12 on: October 01, 2015, 06:42:36 am »
    v2.5
    Fuel Deposite
    • Door on the ground: it's turned bottom top, as seen with the sign that should be far away from the wall. (Look at the other door to see that the sign is on the top half of those doors).
    • MIssing path in the entrance yard: not even a box appears when you hover over this square.

    There should be a barrel standing in 2. In 2.6 that is.

    Offline Rodmar

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    Re: [map] Minor errors
    « Reply #13 on: October 18, 2015, 03:00:05 pm »
    Well, I just played again on this map (v2.5) and this time, the barrel was here!
    I didn't add anything to the game installation in between.
    Is there anything in the fueldump file that could explain this?

    Offline ShipIt

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    Re: [map] Minor errors
    « Reply #14 on: October 18, 2015, 07:01:48 pm »
    No clue about that, sorry.