Project: Community, Our Struggle
#1

Greeting and salutations, players and developers of SA:MP alike. I am a Canadian-Croatian born wolf called Pyraeus (Ah, you don't say, lad?!). Boo, my intro's over. Push the screen of Meet the Pyraeus over and let us begin. Trust me, you will enjoy the read. All the projects that were cancelled below were made not for our publicity reasons, or our reasons to gain people, or for riches, or for whatever. If I wanted that, it's called life. ANYWAY, back to the point. All these were created for Project: Community, which was meant to inspire teamwork, a new sort of game-play that is not your typical SA:MP soldier bullshit, cop arrests, etc. Map or SA:MP developers read this. It might inform you what you are up against.

Project: Community was an unique project created that aimed to make a custom field out of SA:MP's custom developed objects and the existing San Andreas Multi:Player ones. All along visiting many servers and studying what the community loved on other servers and what they loved to mention, see, or inform us about. As such, beta testers were invited to visit our project. So let me describe the nature of our struggle in steps and what we had to go through in order to finally decide to address the community of SA:MP, while also addressing it's developers who we understand have been struggling to give us a new experience, but there are either setbacks or delays for their own specific reasons we are all aware about and will not speak off or fight about as reasonable people (I hope).

As such, in the year 2016, Project: Aqua was launched. It was the first water based like terrain war field that focused on boats being the main vehicles, while the players were able to visit islands, caverns, lairs, and larger islands. Our belief was that ground vehicles that are driven on roads, such as bikes, cars, motor-bikes, planes, and helicopters were quite unfair and not challenging when it came to clobbering your brains out. I personally had the honor of mapping islands and one of them was the largest one I took with extreme detail to make out of SA:MP objects. An island with many tree houses, bridges, and floors. Zis, unfortunately, was a set back. We also used single-like weapons, such as forbidding sawn-off shotguns or any running weapons. We wanted to make maps where you can struggle, hold your ground for a long time, and where it can be fair to any new players that join the SA:MP Community. It would serve as a war welcome for all, new and old alike. This was also applied to all the projects below and others. Now we continue (Also, Drive-bys with G were disabled, but boats didn't need them, and drive-by with Vortexes were also disabled).

In the year 2017, Project: Aqua was placed on heavy hold. But we started plans for our project since 2014 and quite even earlier than that. The island I mapped could not even load. We were limited to a lot of objects and with San Andreas' draw distance being quite low, I had to scrap many things and I was quite disappointed. So Project: Aqua began to receive a grand overhaul and we began to study 'What sort of a field can we build for players?'. So please, developers, take in consideration that we took the time and effort to report what we have been studying since a long time and what we have seen has not been changed or implemented. If there is no possibility for this, I just want an answer and am sure many mappers out there who shared my struggle wish the same. Share your opinions at the end of the topic.

The Struggle of 2017, The Investigation Reports:
Overhaul Investigations resulted in me moving many of SAMP's large mountains closer together. When in game, these objects were not allowed to be set far back from one another. Why? Well, imagine they suddenly disappear and you see skies? Pfft.... So after all that was done and ton of objects were deleted. We resulted to test how many we can spawn in one place. Not much, apparently. So, we began to make tiny islands in the center that players can visit and fight over. This was our solution, while the caves were moved closer to each other to certainly load up. But it wasn't a success for all of them to load up. The larger islands were moved to the far north, middle/center, far west, and far east. Why? If they were in any close proximity to one another, you'd get error'd or they wouldn't begin appearing at all. You don't want an error each time you enter the game, do you? Hey, look. Let us play error game! Rage-quit, head bash over keyboard, and leave is the result of that. So we realized, also pretty painfully, that we have to divide them to be far from another. Now you might ask how we can settle this for snipers and how we made all the mountains appear? Well, we didn't. We decided to try a desperate attempt to salvage everything we made or the field would be too pathetic to play within. The mountains were meant to keep the players in the field, to also serve as backgrounds, and players traveled through large paths located between the mountains to reach specific sections of the war zone. Now with all the mountains not loading up correctly. I thought of cancelling it, but my brilliant friend found us a solution.

The Current Status of 2018's Issue with Objects, Draw Distance, Frame, Etc:
After we attempted to increase and decrease the frame, draw distance, and many other attempts in game to see how this will help us and if could save us from natural disaster on many other projects that were being designed at the time, including to set specific objects to only load properly as we want, while others we knew will load okay by themselves. We later said that's not true. We needed them to load for all the snipers. We are sad to report we had to cancel many projects like this. But Project: Aqua was eye manipulated. Setting the weather to 55, which involved fogs and clouds. It clouds the vision from a specific range and gives you the appearance that the fog is there and that the game properly loaded up, but in fact it's a cover up from the missing mountain walls before you. With this, Project: Aqua was the only one to survive the disaster of SA:MP's terrible object load up and many restrictions. For example, SA:MP team created a large playable grass field and sand field. They also created many good platforms and many large caves. For this, I am thankful. It was something new. It was something the community really wanted, but unfortunately you can't use that much in one place at all. I could be at the far north side of this large platform and it won't properly load up if many things are above it, near it, or if am simply too far from it. What's the point of the platform?

Projects Cancelled/Completed:
The following projects were put on hold or Cancelled Due to Reasons Below.

Project: Aqua, 2014 - 2017 - Completed:
A large opened sea field where boats can struggle freely and venture into lairs, mountains, caves, and islands to battle for resources, control points, and stealing intelligence from two opposite player lairs. Intelligence brought 200 points, while standing on islands you fight for 20 points each while being there. These were called Death Points that were cancelled after the LARGE islands had to be put far away from each other, as well as lairs. Project: Aqua features sea like bases as well and each district was named, designed, and completed thanks to the weather trick and the placing of objects carefully so close to one another, but not close enough to make it work and load all up. However, it was salvaged and saved. I am glad it survived that long.

Project: Blood Rise, 2016 - 2018 - Put on Hold Due to Objects Half Appearing:
Three floored buildings stand opposite against each other. Infiltrate enemy base and capture their Control Points. Each control point capture means you will also begin spawning on them, but they are only located in enemy bases, but be warned. The defense is brutal. Each floor designed to make sure the defenders have a large advantage against you. Winning all their control points brings victory. Death Points were center points. Two located on bridges and the last in a water like terrain underground. Stand on these points to quickly gain points and bring forth warfare of clobbering your brains out. Never ending good old-like fashioned annihilation. Each player that stands on Death Point and holds it gains 10 points per each second. Sideline caves and platforms would contain damage increasing buffs or healing restoration over time. No vehicles allowed. In the center was a large opened playable field where everyone would kill each other for sure. It also contained enemy intelligence points where you could steal something important of theirs and hand it in for 100 points. You play to 20.000 points in total or until you crush all enemy Control Points or lose all yours. It was designed to satisfy all player's blood thirst and to lead to the research of player's want of destruction. We are placing it on hold until you inform us what we can do, but videos and screenshots of the place will soon begin to appear. It is our proudest project to date.

Project: Baron's Playground, 2018 - Cancelled, Objects all began to Disappear Very Quick:
The Baron's Playground was built inside the Zero RC Playground called RC Battle Ground that you play within the original San Andreas Single:Player missions. It was meant to consist of two bases and a simple capture the flag method. Project was cancelled when we only finished to built one base and that did not consist of plenty of objects at all. It was our biggest disappointment to date. We clearly understood the pain we felt when we couldn't build even one base. Some asked me to release this and I chose not to. It's just too pathetic now to look at, but will come in the form of a video as well.

Please Read/Red Before Replying:
Please share with us the nature of your struggle, your own personal opinions, and do not argue. I clearly aimed with no intention to do so. I am telling players what they are in for and what the developers have to face with thought when proceeding with any big SA:MP Update.

Cancelled, Discarded Island at Project Aqua: (Mountains, Half of the Tree Houses, and More did Not Appear)


Successful in the End, Project Aqua managed to be Weather Manipulated: (Look at the pictures to see what we meant by eye manipulation, thank you.)



On Hold, Project: Blood Rise, Center Section Comparisons and Object Appearances, One where We step forward and one where we stand still: (Mountain did Not Appear and Some Sideline field design)



Problem With Snipers When Players Wanna Use it during Weather Mode or Ordinary Skies Mode: (Because of this, all snipers turned obsolete for us and we were forced to use Country Rifles)

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Messages In This Thread
Project: Community, Our Struggle - by Pyraeus - 21.01.2018, 03:25
Re: Project: Community, Our Struggle - by Ritzy2K - 21.01.2018, 20:01
Re: Project: Community, Our Struggle - by Pyraeus - 22.01.2018, 02:29
Re: Project: Community, Our Struggle - by Sew_Sumi - 22.01.2018, 03:09
Re: Project: Community, Our Struggle - by Pyraeus - 22.01.2018, 04:04
Re: Project: Community, Our Struggle - by Sew_Sumi - 22.01.2018, 04:37
Re: Project: Community, Our Struggle - by Pyraeus - 22.01.2018, 04:56
Re: Project: Community, Our Struggle - by Sew_Sumi - 22.01.2018, 05:17
Re: Project: Community, Our Struggle - by Pyraeus - 22.01.2018, 05:41
Your struggle, not ours. - by Sew_Sumi - 22.01.2018, 06:42
Re: Your struggle, not ours. - by Pyraeus - 22.01.2018, 19:22
Re: Project: Community, Our Struggle - by Sew_Sumi - 22.01.2018, 23:55

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