Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 20,946
» Latest member: blackopsdlc
» Forum threads: 22,138
» Forum posts: 23,105

Full Statistics

Online Users
There are currently 1191 online users.
» 1 Member(s) | 1185 Guest(s)
Applebot, Baidu, Bing, Facebook, Google, xSicKxBot

Latest Threads
GTA V - PANDORA 2.9.5 MOD...
Forum: Xbox Mods
Last Post: xSicKxBot

» Replies: 0
» Views: 6
[WoW Retail News] Spitefu...
Forum: World of Warcraft
Last Post: xSicKxBot

» Replies: 0
» Views: 8
WXPL - IV Placement Edito...
Forum: PC Mods
Last Post: xSicKxBot

» Replies: 0
» Views: 11
MXT Release 1.1.2 BO3 MEN...
Forum: PC Mods
Last Post: xSicKxBot

» Replies: 0
» Views: 14
Qwix 1.01 - Original Xbox...
Forum: Xbox Mods
Last Post: SickProdigy

» Replies: 0
» Views: 10
Skeleton Key Payload for ...
Forum: Xbox Mods
Last Post: SickProdigy

» Replies: 0
» Views: 6
XCAT Original Xbox Conten...
Forum: Xbox Mods
Last Post: SickProdigy

» Replies: 0
» Views: 13
Evil Blunt's GTA IV Conso...
Forum: Xbox Mods
Last Post: xSicKxBot

» Replies: 0
» Views: 13
PS5 PUP Format Reverse En...
Forum: Jailbreak
Last Post: SickProdigy

» Replies: 0
» Views: 14
(xbox) Forza Horizon 1 10...
Forum: Xbox Mods
Last Post: xSicKxBot

» Replies: 0
» Views: 14

 
  News - Blog: Dynamic map elements in RTS games
Posted by: xSicKxBot - 09-07-2020, 12:57 PM - Forum: Lounge - No Replies

Blog: Dynamic map elements in RTS games

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


read the full article at my blog if you want

One thing I always love to see in an RTS is when its game maps, or at least portions of them, are able to evolve over time in reaction to the actions players take. To a lesser extent, I also enjoy seeing maps which change over time without player input, to force players to adapt to changing situations and threat profiles, but I feel that has less of a solid case in competitive games.

In many RTS games, especially many of the the classic franchises, game maps are largely static. They may become denuded of resources (like trees) over time, which opens up new movement options to target enemy holdings, but in most cases this is not a major tactical consideration across most competitive matches in those games.

There are tactics and strategy games, however, where the map itself is able to be modified by players in a variety of ways: opening up new attack paths or closing them off, changing which areas of the map players care about and want to contest, or removing options from players in specific geographic areas.

A screenshot from the Steam version of Z which shows what cliffs look like. The blue tank at the top of the image is shooting cliffs to destroy them so that it can pass through.

The oldest game where I remember seeing what I’m calling a ‘dynamic map’ is Z, the retro tactical robot game by Bitmap Brothers. In that game, there are cliffs which block traversal by units (see screenshot above). Infantry can take down the cliffs by throwing grenades at them, which of course depletes the limited supply of those valuable pick-ups. Tanks can also fire on cliffs to destroy them. The presence of destructible cliffs might not have had an outsized impact on the game’s design, but it certainly did on my imagination as a kid.

Some Additional Examples
Relic’s RTS games are more recent examples of games with dynamic map elements. In Dawn of War 2 and Company of Heroes 2, some higher tier units are capable of crushing terrain and cover underfoot or under tread, and some weapons hit hard enough to create craters that can themselves provide cover. Additionally, in these games, when vehicles die they remain behind on the map and can be used as cover or destroyed entirely. Over time in these games, the map devolves into something else, devoid of cover for infantry, covered in craters and the smoking wrecks of tanks and halftracks.


Large units, like the Carnifex, are able to crush map elements by walking through them 

While not seen ranked multiplayer any more, Company of Heroes 2 also launched with weather effects on the game map, where at irregular intervals blizzards would occur, freezing water, creating snow drifts which would slow down infantry, and creating hostile environments where infantry would die without access to a heat source. Some weapons, such as flamethrowers, could melt the snow. This wasn’t so much driven by player action, but did force interesting reactions from players in terms of preparing for the blizzards and how the game worked during and even after them. Clearly it wasn’t a widely popular system, since it ended up being removed from the multiplayer experience.

Additionally in Company of Heroes 2, explosives and some weapons are able to destroy ice under troops and tanks, instantly killing them by submerging them in the frigid water underneath. This occasionally has a dramatic effect in winter maps, in addition to changing how units are forced to move while on ice (to avoid holes in the ice). I believe during blizzards, ice could re-freeze as well, creating a cadence of changes as ice was destroyed and re-frozen.


Tanks breaking through the ice in Company of Heroes 2 is one of my favorite examples of dynamic map interactions 

Supreme Commander has a slightly different take on this: In SupCom, when units die, they leave behind a wreck that can be salvaged for resources, seeding the sites of battles with valuable income for whomever reclaims it. This doesn’t change the map itself as much, but does change how players interact with the map and which parts of it might be the most valuable to hold or contest.

Company of Heroes games, and now Iron Harvest, have a similar idea in that when units die they drop either the weapon they’re crewing, or a weapon they’re carrying that then any other infantry squad can appropriate. This allows for both tactical flexibility (since players are able to gain squad types on the fly) and a transfer of resources from one player to the other, since the weapons all cost resources and a player can gain a tool paid for by their opponent at no cost. Actually, C&C 3 does this as well with some vehicles dropping wrecks that can be re-crewed by engineers for quick access to a new unit.

Company of Heroes 2 goes farther with this than any other game I can think of (including C&C3) with de-crewed tanks having the ability to be captured by other players. Since tanks are so powerful and expensive, scoring one off of an opponent is a major gain. 
I consider these dropped weapons and crew weapons and tanks to be ‘dynamic map elements’ in exactly the same way that I consider dead units in Supreme Commander to be such: they’re free resources that occur in locations on the map that are the result of combat between players, that can advantage either player/team and cause those areas of the map to become temporarily tactically or strategically important, to say nothing of dead vehicles becoming cover for infantry in these games.

I actually really like Supreme Commander’s approach, and have implemented a similar system in my personal game project: SCRAP mod. In SCRAP, when units die, they decay into resources after spending 3 minutes as a burning wreck, giving players time to jockey for control of those resources before actually being able to mine them.


When units like the Aeon Illuminate’s Czar die, they create obstacles to unit movement that are also valuable sources of income for either player, creating an area of high value on the map that didn’t previously exist 

Even StarCraft 2 and Grey Goo have dipped their toe a bit into maps that can evolve over time with the addition of rocks that block certain map access points; and, in StarCraft 2’s case, pillars which can be destroyed to block off access to areas of the map with debris that can itself be destroyed to open up the path again.

Going into Detail about ‘Terrain’ 
In most cases, implementations of dynamic map elements are mainly focused on how units traverse the game space. Destructible bridges are a good example of this – in several of the Command and Conquer games, Engineers are capable of re-building bridges by entering a designated structure at either end of the bridge.

Also in most cases, the majority of actions players can take is to remove said dynamic map elements from the game. There’s a lot of crushing and burning and demolishing that goes on, and not a lot of growing or shoring up.


Builder units in Earth 2150 can modify map terrain to make bridges, walls, ditches, and more. 

I need to be careful here: I’m specifically using the term “dynamic map elements” instead of “dynamic terrain” because in almost no case is the actual terrain of the map able to be modified. If there’s an impassable cliff, it remains a cliff for the duration of a match. By contrast, a ‘dynamic map element’ is in some ways similar to a player-produced structure: it’s something that cannot move, that can be destroyed, but in the case of a dynamic map element it also serves some tactical purpose in the game but can be utilized by either/any player. Alternately, such ‘map elements’ might be an indirect (to me, it’s important that the reaction be indirect!) result of player action: a dead vehicle turning into a wreck, or a heavy attack leaving a crater, that sort of thing.

Why is it important to me that dynamic map elements be created as the result of indirect action? That’s a really good question. I think, ultimately, it’s because at that point both/all players must react to the changing battlefield as opposed to having the players prepare a changing battlefield to force their opponent to react in order to deal with. I wrote a while ago about categories of action in strategy gaming, and I feel that strategy games have tended to have a sufficient amount of preparatory actions in them (e.g. actions that players build up over time in order to give themselves an eventual leg up in the game) and game maps in particular remain pretty static over the course of any competitive multiplayer match, unless dynamic map elements are present. Adding reactive elements to the map, to me, is a positive thing. Gotta keep players on their toes.

Some games, such as Earth 2150 and, more recently, Zero-K, do allow for a more free-form modification of terrain itself: making mountains, bridging chasms, digging ditches, that sort of thing.


In Zero-K, terrain manipulation can be a pretty big deal 

While really fascinating, I’m not fully convinced that competitive strategy games are always made better by providing players with unlimited freedom to modify the terrain of a map. In Earth 2150, for instance, I rarely if ever made use of the terrain modification tools for any reason.

Of course, Earth 2150 is admittedly an example of ‘kitchen sink’ design: players design their own units, the game has a ‘picture in picture’ mode where the player can watch multiple areas of the map simultaneously, there’s a system for digging and moving units around in underground tunnels on a separate layer of the map… the list goes on. Zero-K is probably the RTS that I can think of which takes terrain modification most seriously. There are tactical and strategic elements to the game’s terrain management system that interest me, even if I haven’t played much of the game yet.

I tend to be more in favor (personally) of game systems that are clearly defined and constrained, while still allowing for deep and complex interactions between units. I tend to be a bit wary of more freeform systems, including ‘design your own units’ type systems in games. I find that it’s often easy to find ‘optimal’ builds in those systems that actually have a smaller number of viable builds/strategies than games with pre-defined systems and also that they’re also ultimately too much complexity buying too little depth, with the added risk of that complexity actually damaging emergent gameplay where it’s trying to foster it instead.

I would like to be 1000% clear here: I’m not saying that I’m against full terrain manipulation in RTS games. I’m just saying that I’m skeptical of it and have yet to be convinced either way. I may report back once I get more hours into Zero-K as to the results of that experience.


While admittedly more binary, I tend to prefer things like how bridges work in (most) C&C games. They can be destroyed by units (killing anything on the collapsing bridge) and rebuilt by an Engineer going into the bridge’s associated control tower. This gives both player a lot of say over when, and how, bridges exist on a game map. Something like bridges or destructible buildings/other terrain objects (like cover in DOW2) to me feels a lot more interactive and straightforward to grok to me than something more nebulous like more general terrain manipulation. 
 
I’m a pretty big proponent of clarity in terms of game systems (you might find this hard to believe if you’ve played my personal mod project, but I digress). And, to me, concrete objects on the map like buildings, rock to hide troops behind, trenches… these are things that a player can understand and interpret clearly. The lip of a crater will protect your troops from incoming fire; holing up in a building will do the same. Setting the building alight to prevent the enemy from using it or to destroy a bunch of enemies holed up inside, well… that’s a pretty clear interaction too.


 
Wrapping it Up
There’s definitely cases that can be made both in favor of, and in opposition to, both what I’m calling “dynamic map elements,” “dynamic terrain,” and traditional static RTS maps. 
Competitive purists: those that mostly play Age of Empires 2 or StarCraft 2, tend to appreciate the relatively limited rough edges that maps provide that get in the way of the expression of their skill and competitive drive. There’s not much in a Brood War map that’s going to mess with a player’s expectations of how different encounters are going to go, for instance, or the parts of the map that are going to matter over the course of a match.


 
In Command and Conquer Remastered, however, the presence of Tiberium on the map can have some impact (this is more true in Tiberian Sun, where Tiberium regenerates faster and can be more lethal). In the older games, players don’t have much option to control where Tiberium is, but as the maps clear out of Tiberium, they become much safer for infantry to traverse, which can have some impact on the progress of an individual match.

So, to me, the biggest con for dynamic map elements is that they might not fit into the game based on the overall design goals. Though again: even StarCraft 2 has managed to find limited expressions of this sort of thing in the form of destructible debris.

Ultimately, I think it’s a great thing to have dynamic elements on the game map, whether it’s as simple as rocks that block paths, which can be destroyed to open them up, or whether it’s more complex like defensive tools that can serve either player, and be destroyed by abilities (like grenades). When the map responds to player action, it creates emergent depth in the game by giving the players new areas of the map to fight over (whether it’s for resources, or for actual weapons of war to steal from their opponent), or creating new ways to react on certain areas of the map by removing or adding defensive options, or new approaches to dealing with their opponents.

On average, I feel like it would be good for maps in RTS games to feel more like a living place and less like a static game board. They should evolve based on player actions, with crashing helicopters digging up turf, buildings burning down, walls crumbling as shots or vehicles pass through them. I ultimately like this for mechanical/systems reasons, but I imagine it would also be cool visually.

What do you think about the topic of dynamic map elements? Should maps be more static, like in StarCraft, or should they evolve more like in Relic’s RTS? Is more freeform terrain manipulation like Zero-K or Earth 2150 better, or going too far?

Thanks for reading.

read the full article at my blog if you want



https://www.sickgaming.net/blog/2020/09/...rts-games/

Print this item

  News - 3D Realms Announces Spiritual Successor To Hexen 2, Arriving On Switch In 2021
Posted by: xSicKxBot - 09-07-2020, 08:26 AM - Forum: Nintendo Discussion - No Replies

3D Realms Announces Spiritual Successor To Hexen 2, Arriving On Switch In 2021


Remember the 1997 FPS Hexen II? Well, here’s it’s spiritual successor, GRAVEN – coming to Switch next year.

The game premiered this weekend at Realms Deep 2020 – 3D Realms’ digital weekend celebrating all-things FPS. It combines the Hexen series’ dark-fantasy gameplay with action-adventure.

You’ll take up the mantle of a disgraced Priest in a medieval world where all sorts of monstrosities roam free, as you root out the heretics corrupting the brotherhood and help commoners with their woes.

There are more than 30 upgradable weapons and spells, three expansive open-ended regions and you can even team up with a friend in split-screen co-op, or form a party of four online.

Here’s the full press release along with some screenshots and an extended look:

GRAVEN delves into a gruesome medieval world of deities and monstrosities as a disgraced Priest of the Orthogonal Order. When a heretical member of the Order sacrifices the Priest’s adoptive daughter, the Priest lethally retaliates in a bout of righteous fury. Tried and found guilty by his brothers and now exiled to the burning sands, he closes his eyes for one last prayer, for peace. The Creator speaks to him directly: “You will have to earn your peace.”

Heed the Creator by hunting down the foul heretical sects responsible for conjuring plagues and twisting the natural order of the seasons. Blending action, exploration, and puzzle-solving, GRAVEN takes cues from classic shooters, immersive sims, and action RPGs alike. Journey across three expansive, open-ended regions, and scour the lands to purge evil.

Carefully observe a reactive world to find the way: with a journal, the player drives the exploration instead of following waypoints. Listen to townsfolks’ woes and slay the monsters responsible for their torment. Banish over thirty distinct enemies from plagued madmen to swamp beasts with powerful sorceries such as wild blasts of lightning and scorching rays of flame. Solve environmental puzzles with those same powers, altering the world with spells.

Wield destructive conventional weaponry, including magic staves and wrist-mounted crossbows. Find hidden gold to upgrade weapons and spells at blacksmiths and alchemists. Return to previously-plundered areas with new abilities to uncover secrets and entirely new areas. With more than 30 weapons and spells, GRAVEN encourages experimentation. Play solo, with one friend in split-screen co-op, or even in a party of four online for complete arcane chaos.

Graven

Graven

Graven

Graven


Does this look like your kind of game? Tell us in the comments below.



https://www.sickgaming.net/blog/2020/09/...h-in-2021/

Print this item

  News - Call Of Duty: Black Ops Cold War Multiplayer Reveal Scheduled For Next Week
Posted by: xSicKxBot - 09-07-2020, 08:26 AM - Forum: Lounge - No Replies

Call Of Duty: Black Ops Cold War Multiplayer Reveal Scheduled For Next Week

The official Call of Duty Twitter account has confirmed that the worldwide multiplayer reveal for Call of Duty: Black Ops Cold War will take place on Wednesday, September 9 at 10 AM PT / 1 PM ET.

It's unclear where publisher Activision will stream the game's multiplayer, but you can set a reminder on Twitter to be notified when the broadcast will go live. The reveal will likely be livestreamed on the official Call of Duty Twitch and YouTube channels. It's also unclear what aspects of Call of Duty: Black Ops Cold War's multiplayer will be shown, as well as how it will connect to Warzone.

The Call of Duty Twitter account shared a brief teaser video of what appears to be unseen Call of Duty: Black Ops Cold War footage. The clip, below, shows players shooting in a desolate cavern, driving around on dune buggies, and evading exploding helicopters.

Continue Reading at GameSpot

https://www.gamespot.com/articles/call-o...01-10abi2f

Print this item

  Where can players buy NBA 2K21 MT?
Posted by: jasmyn - 09-07-2020, 04:46 AM - Forum: Lounge - No Replies

NBA 2K21 was released on September 4. The characters and face scans of NBA 2K21 MT are almost the same as last year, but there is no draft in the NBA. However, there are still many new things in NBA 2K21. 2K is famous for the leap forward of next-generation game consoles. For example, NBA 2K21 has a completely modified shooting system, including the return of Pro Stick from NBA 2K17. Although this new shooting system is a learning challenge, it is an excellent addition to the series that adds depth. Now is the best time to Buy NBA 2K21 MT, now investment will bring unexpected gains.

The early release of Buy NBA 2K21 MT in NBA 2K21 can improve the game experience of players and unlock more new features in advance. Buying NBA 2K21 MT at GameMS can enjoy a low price. They sell NBA 2K21 MT at a price lower than the market price, and there are discounts for membership. Safe transaction methods and good online services have gained the trust of thousands of gamers. They also have a complete refund policy to guarantee a full refund if something goes wrong.

Print this item

  How to get Madden 21 Coins quickly?
Posted by: jasmyn - 09-07-2020, 04:44 AM - Forum: Lounge - No Replies

Like most other sports video game franchises, Madden and its development have also been greatly affected by COVID-19. The team must complete the last part of the Madden 21 development at home, and finally EA released MUT 21 within the specified time. Recently, EA announced that it will make some changes to Madden 21's franchise model to resolve some complaints from a large number of fans. So, but it is undeniable that Madden 21 sales have been rising. At the same time, GameMS also released MUT 21 Coins at the same time.

GameMS is a seller of game currency. They will quickly release the corresponding game currency according to the release time of each version of the game. Even if it is the latest game currency, their sales price is still lower than the market price, and safe trading methods have been It has gained the trust of tens of thousands of players, and they have a 24-hour online customer service, which will respond to your questions within 20 seconds, so you don't have any worries. If you want to Buy Madden 21 Coins, then choose GameMS.

Print this item

  Is it cheap to buy Madden 21 Coins at GameMS?
Posted by: jasmyn - 09-07-2020, 04:42 AM - Forum: Lounge - No Replies

Since the release of the game on August 28, "Morning American Football 21" has been questioned by the outside world, and some people even scored the lowest score. In the "Madden NFL" series, Madden NFL 20 has more unique players and participation than ever before. "Madden NFL 21" continued to maintain this momentum, even in the face of outside doubts, sales in the first week increased by nearly 20% year-on-year. In addition, the football-inspired model in the new backyard Madden NFL 21 is very popular among players. Like Madden NFL 20, Madden 21 Coins allows players to get high score players.

Madden 21 Coins is the universal currency in Madden 21, used to build an ideal team. Relying only on completing the challenges in the game, the income is very small. More and more players choose to buy through GameMS, an online store that specializes in selling game currency. GameMS has a history of more than ten years. They have a 100% safe transaction method, and the price is lower than the market price. Every time a new version of Madden is released, GameMS will also release the corresponding Madden Coins in the game to meet the needs of players. Fast delivery time and 24-hour online customer service to ensure the smooth progress of your order. If you want to Buy MUT Coins, then GameMS will definitely bring you a good experience.

Print this item

  Where can I buy safe POE Currency?
Posted by: jasmyn - 09-07-2020, 04:41 AM - Forum: Lounge - No Replies

Grinding Gear Games has been looking for new ways to change in the past few years to keep the seasonal content in Path of Exile fresh, and Heist hopes to be the most novel and unique version so far. In the new hub city, Rogue Harbour, you will form a team to plan and execute some bold break-in activities, which will encourage research, stealth and careful planning. On September 18, you will have the latest expansion of Path of Exile. Before you download, POE Currency can make your journey easier.

Completing challenges in the game can get corresponding POE Currency rewards, but the income is not objective. POECurrency is an online store that specializes in selling POE currency. They sell all the items in POE. They have a complete supply system, so you don't have to worry about shortages. In most cases, you can deliver within a few minutes. Safe trading methods, will never leak your information, and 24-hour online customer service to help you solve all game and order issues. If you still don’t know how to achieve in the game, then Buy POE Currency is the best way to help you The best way.

Print this item

  (Indie Deal) Disney Classics & Humongous Sales
Posted by: xSicKxBot - 09-07-2020, 02:23 AM - Forum: Deals or Specials - No Replies

Disney Classics & Humongous Sales

Disney Classics Sale (EMEA region), 24H
[www.indiegala.com]
Humongous Sale
[www.indiegala.com]
Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...1184845685

Print this item

  News - Random: World Of Tanks Dev Would “Love” To Do An Advance Wars Collab
Posted by: xSicKxBot - 09-07-2020, 02:22 AM - Forum: Nintendo Discussion - No Replies

Random: World Of Tanks Dev Would “Love” To Do An Advance Wars Collab

Advance Wars

If you were around during the GBA and DS generation, you’ll no doubt remember Intelligent Systems’ turn-based tactical series, Advance Wars (starting out with Famicom Wars in Japan). Although there’s no sign of a return, these games are still fondly remembered by many Nintendo fans around the world.

One individual who would “love” to see more from this series is Wargaming’s Thaine Lyman. In an interview with Nintendo Everything, he was asked if he would like to see his company’s recent Switch release – World of Tanks Blitz – collaborate with a Nintendo franchise like Advance Wars.

While there are no current plans to do so, Lyman thinks the future with Nintendo is filled with possibilities:

“Funny that you should mention Advance Wars, it’s one of my favorite Nintendo game series. Personally, I’d love to do something with that entire game universe. That said, there are no current plans to do so. Honestly, Wargaming loves collaborating with great franchises and bringing gaming universes together, so naturally we’re very excited at the opportunities coming to the Nintendo Switch could bring. The future with Nintendo is full of nothing but possibility.”

In the past, World of Tanks has collaborated with series like Valkyria Chronicles and even Girls Und Panzer. Both of these games focus on war…and tanks, so Advance Wars seemingly fits the criteria. Would you be interested in this beloved Nintendo series returning as a collaborative sort of thing? How about a return in general? Fire off a comment down below.



https://www.sickgaming.net/blog/2020/09/...rs-collab/

Print this item

  News - Baldo’s Release Date Has Changed From This Summer To ‘TBD’
Posted by: xSicKxBot - 09-07-2020, 02:22 AM - Forum: Nintendo Discussion - No Replies

Baldo’s Release Date Has Changed From This Summer To ‘TBD’

Baldo

The last time we got an update on the upcoming timed Switch exclusive Baldo was earlier this year in March. The action-adventure RPG was meant to be arriving in summer 2020.

Well, it seems the release date for the game on the official Nintendo website has now been updated and it has a lot of Switch fans thinking it might have been delayed. Instead of this year, it’s now listed as ‘TBD’. The name of the title also appears to have been lengthened to Baldo The guardian owls.


Naps Team, the developer behind the game doesn’t appear to have said anything about a possible delay just yet, so if we hear anything else, we’ll be sure to let you know. How would you feel about having to wait a little longer for Baldo? Tell us below.



https://www.sickgaming.net/blog/2020/09/...er-to-tbd/

Print this item