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 this case Mare Orientale.
In my case this crater: https://www.google.com/moon/#lat=-20.07 ... 879&zoom=5
Image
Image
Features:

Player: 2-10 (1v1-5v5)
Size: 20x20 km
Prop value: 137k mass & 0 energy
Latest version: 3

Info:
-Mirrored real world map from the Mare Orientale region on the moon.
-Building possibility is indicated by stratum
!-The map contains an unique decal* to achieve an authentic look --> Developed together with svenni_badbwoi
!-*Decal increases loading time by 20-30s (once transit screen freezes). Be patient its worth it!
-Challenging play due to need of Air drops, Naval and Land for all players. High requirement for map controll on air ground and naval.
-Some mexes need to be dropped and some can be only build by acu/sup commander.
-Small Civilian UEF base at the bottom center
-Skybox included
-AI path nodes
-Mapping tools: World Machine (mirroring, final heightmap, strata, normal map), GIMP (decal creation from normal map), SupCom editor (textures, final props), random prop generator (by svenni_badbwoi), mirror tool by b2ag and FAF editor (marker, units)

Adaptive Features:
-Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
-Crazyrush (forward crazyrush mexes (4 mexes on the diagonal center line), crazyrush 1 core mex, crazyrush) --> default: disabled
-Core Mexes (3 or 4) --> default: 4
-Civilian Defenses (disable, wreckage or operational T1 - T2/T3) --> default: T2 operational (AA+Artilery)
-Civilian Base (disable, wreckage or operational) --> default: T1 operational
-Natural Reclaim Values (0-300%) --> default: 100%

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.

Mapping Workflow by svenni_badbwoi
http://forums.faforever.com/viewtopic.php?f=53&t=14976&p=153007#p153007

Open for feed back and proposals.
Regards,
Julien
Last edited by DeathStorm on 07 Jan 2019, 22:23, edited 7 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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Re: Lunar Mare Orientale

Postby DeathStorm » 06 Jan 2019, 14:12

Version 3 is out.
Updates:
  • Reclaim newly placed
  • Hightmap modified for less accessebility on the outer part of the crater
  • Fog, lighting and skybox modified/added
  • Large decal modified and improved
Still known bug:
Sorian AI doesnt build mexes first. still not clear why.
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