Lunar Mare Orientale

Interesting mapping tools and mapping help.

Lunar Mare Orientale

Postby DeathStorm » 04 Sep 2018, 15:28

Hello All,

I'm part of the GDI group. With svenni_badbwoi, b2ag and sandwormsurfer. Just recently we where looking for new map material and found a hight map of the lunar surface.
As a result we picked up some nice places on the lunar surface.
In my case this crater: https://www.google.com/moon/#lat=-20.07 ... 879&zoom=5
Didn't find the name so far. The webpage where I received the hight map from is currently unavailable.
Image
Image
Features:
  • 20 x 20 with ~10 x 10 playable area. Where the rest is droppable.
  • Center water ( I'll explain in the story)
  • left right mirrored
  • 2 levels of path on the crater edges.
  • 5 players on both sides / 10 players
  • Most mexes need to be dropped some can be only build by acu/sup. commander.
  • Strong limitations of fire path through the moon terrain. Most of the terrain is original from hight map with slight adaptations
  • High air mobility needed including drops due to that 2 Air players are recommended.
  • Limited building outside of the base however stratum indicates location where building is possible.
Adaptive is planned but I would like to receive feedback before hand.
Download link hosted on my university:

Already many thanks to ozonex for the nice map editor, b2ag for the mirroring tool and svenni_badbwoi for leading me through the process and giving me feedback.

Process:
1. World Machine -> hightmap + 8 stratum masks as output
2. markers and decals one sided
3. Mirror tool
4. fixing with ozonex editor and symmetry
5. props and units placed with ozonex based on slope. All in all I followd svennis tool flow (with a little more work in world machine).

Open for feed back and proposals.
Regards,
Julien
Last edited by DeathStorm on 09 Nov 2018, 17:24, edited 3 times in total.
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Re: Lunar_Astro_Crater

Postby DeathStorm » 06 Sep 2018, 13:07

We figured that the "roads" are to tight for a struggle free gameplay. As a result I created an easyer playable version
I'll make two maps:
  • One with nearly full access on the rings and a flatter surface. This one I made yesterday night (Thanks to world machine).
  • One witch demands advanced pathing, where it doesn't make sense to play with AI and where the Path of Bombers need to be considered even more. This would be the current version.

If anyone interested in the World Machine flow I created just ask I'll share.
update:
Flattened and added some more mexes did not update decals for that IF approved I would update. Link is Valid for a limited time. I try to keep it up to date

https://gigamove.rz.rwth-aachen.de/d/id/9LmXRGaQNwQju2

Update 2: The thing is a mare called: Mare Orientale
Apparantly it was one of ther larger incidents when the moon was not completly cooled thats why the base is pretty flat.
http://wms.lroc.asu.edu/lroc/view_rdr/WAC_GLD100 this is what I used just in a different format
Last edited by DeathStorm on 25 Sep 2018, 18:36, edited 1 time in total.
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Re: Lunar_Astro_Crater

Postby DeathStorm » 16 Sep 2018, 22:04

If anyone wants to take a look at the lunar map. I downloaded all 10 Images with smalles resolution (which is more than sufficient) and compressed it with 7z.
https://gigamove.rz.rwth-aachen.de/d/id/Kt2th2ncK7bS2Q
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Re: Lunar_Astro_Crater

Postby EvanGalea » 24 Oct 2018, 04:21

This is a really cool map. Tested and it's full of detail and nice touches. Can't wait for it to appear in the vault! I especially like the cool roads and little diagonal villages.

Although I have to say, IMO not a good idea to put "astro crater" in the name, as that's synonymous with turtling and really really bad maps.

Can't wait to see it in the vault!
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Re: Lunar_Astro_Crater

Postby DeathStorm » 09 Nov 2018, 17:23

Thank you for your feed back :) good to hear it finds friends.
It is done now and uploaded. I made it adaptive. All Civilians are now in tri state off, wreckage and on.

I will change the name to:
Adaptive Lunar Mare Orientale

And thanks to Svenny the map looks even more awesome. He found a way to create a decal with whole map size. This however increases loading time at the end (looks like it crashes). I'm not sure how it performs though on a weaker pc.
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