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DKR_87
Guest
[ Planets are "to scale" with a star system size of 69,632 and planet size of 2048 ]
Lots of different map design concepts have been in mind lately. Since I was young, I was usually learning and perfecting map design of 3D, first-person shooter maps. RTS maps seem to follow similar principles with regards to map symmetry and the balance of resources, be it the amounts or physical locations.
I'm working on a space-themed rts. It's basically 1v1 within a single star system. Here's 3 videos of my progress so far.
RTS Testing #1
RTS Testing #2
RTS Testing #3
Above is an example of two ways the planets can be placed within the map. Please notice the light gray concentric circles and, although they're quite hard to see, the darker gray concentric circles as well. While there will also be asteroid fields and gas clouds for resource extraction, the planets are basically the "gold mines" from the Warcraft rts games. They're the main resource targets.
With symmetry in mind, both players (blue planets) start on either side of the star. An equal amount of planets are symmetrically placed on each player's side, with two "neutral" planets being directly left and one directly right from the star.
The example on the left shows a perfectly symmetrical, mirrored, planet layout. The example on the right is what I called 'staggered", where the planets are located on a dark-gray circle closer or farther away from their default light-gray starting circle. This gives it a more...natural feel?
Both examples are placing planets at the same angle from the star. The distance is simply modified, which leads me to the point of this post.
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Bearing in mind resource symmetry (not necessarily planet placement symmetry), and my desire to retain the same amount of resources on each player's side, how would you feel about either one of the following? :
- In conjunction with modifying a planets distance, the planets could also have a limited angle range from their default starting position on their circle. Say, +45 and -45 from the star. This could make it feel even more "natural", yes?
- In conjunction with modifying a planets distance, the planets could also have a completely random angle from star (limited to their side of the map). Some necessary adjustments would have to be made in the case of planets colliding with each other or being TOO close, but each planet can be anywhere on their orbit circle.
I wanted to get your opinion, however. What would be smart? Silly? Unnecessary?
Would the allowance of a random range in planet placement introduce any negative effects on game play? Is it worth the trouble for players who would at least want the option?
Should any thought be given to the uniformity and predictability of planet placement? Would irregularities in planet placement introduce advantages for one player and disadvantage for the other?
You guys here in the forums seem to be quite experienced, so here I am.
Thanks,
Dustin
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