Adaptive maps, next level map creation

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Adaptive maps, next level map creation

Postby CookieNoob » 28 Aug 2016, 01:28

Getting tired of having 10 different version of the same map with only very small differences? Did you ever want to know how the map would be played if there was some additional reclaim somewhere? Or a hydro? Did you ever wanted to play a map in some unusual way? Or did you host a game and no one joins, so you want to start with less players, but the map has too many spawnpoints? Or some friends show up when your game is almost full?

All these problems have a simple solution: adaptive maps. These maps just adapt, to give you the experience you want from the game by allowing some customization and dynamical spawning of ressources. The maps allow for 16 players, so if you want to play 4v4 and some friends show up, just open some more spots and the ressources for the additional players will spawn. All of these maps allow customization in the game options. You can even play the map from completly different directions (i.e. wonder open bottom left vs top right in a 4v4 configuration...).

Image

Currently I made 26 maps of this type, but there are (maybe) more to follow:
  • Adaptive New Canis
  • Adaptive Setons Clutch
  • Adaptive Neptune
  • Adaptive Hilly Plateau
  • Adaptive Flooded Tabula Rasa
  • Adaptive Canis River
  • Adaptive Wonder Open
  • Adaptive Zeta Wonder
  • Adaptive Point of Reach
  • Adaptive Point of Reason
  • Adaptive Ians Cross
  • Adaptive Hrungdaks Canyon
  • Adaptive Argon
  • Adaptive Flooded Argon
  • Adaptive Twin Rivers
  • Adaptive Corona
  • Adaptive Flooded Corona
  • Adaptive Regor Highlands
  • Adaptive Fields of Great Phoenix
  • Adaptive Diversity
  • Adaptive Syrtis Major
  • Adaptive Wonder
  • Adaptive Twilight Hill
  • Adaptive Metir
  • Adaptive Adrastea
  • Adaptive Proteus

There are also a few adaptive maps from other authors:
Armaster
  • Adaptive Waters of Random Noobs
svenni_badbwoi
  • Adaptive Monument Valley
  • Adaptive Monument Valley Flooded
  • Adaptive Sand Box
  • Adaptive Theta Passage
  • Adaptive FAF Atoll
  • Adaptive Ahssa-Shi
warner vallholl13
  • Adaptive Pass
  • Adaptive Hot Box
  • Adaptive Turtle Beach

Special thanks for helping me creating these maps goes to KeyBlue (help with finding and fixing bugs)



HOW IT WORKS:

watch the tutorial (I discuss most functionality there) https://www.youtube.com/watch?v=-kgq89jO1zg
OR just do the following:
1) host a game with the map
2) in the gameoptions: select whatever option you like (there are detailed tooltips)
3) for balanced games, make sure mirror spots (i.e. 1+2, 7+8...) are occupied (if they are not, the mexes will spawn for both players anyway, depending on the settings)
4) start the game, the map will adjust for the player count by spawning or not spawning the required mexes (this doesnt only affect the starting mex)

if you want to create a new adaptive map, you can watch a tutorial here:
https://www.youtube.com/watch?v=VVxEhCuc53g
the files you need can be downloaded here:
https://github.com/CookieNoob/Adaptive- ... d-alliance
Last edited by CookieNoob on 21 May 2018, 22:59, edited 19 times in total.
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 28 Aug 2016, 01:29

THESE MAPS ARE AVAILABLE IN THE MAP VAULT (with some additional bug fixes)

Canis Ultimate is the all in one version of Canis. Playable with up to 14 players and a large amount of possible adjustments, this map is more than suited to replace all canis maps that are currently available.


A new 8v8 version of Hilly Plateau. You can play it 1v1, 2v2, 7v7 or with whatever teams you like. Reclaim and other options are available for customization.


Zeta Wonder Ultimate is finished. It has some similarity to wonder, but is less asymetrical. Reclaim and middle mexes, as well as the number of mexes for the air player and many more options are available for you to choose the map you like.
known issues: AI not doing anything.
Last edited by CookieNoob on 01 Sep 2016, 15:21, edited 10 times in total.
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 28 Aug 2016, 01:31

THESE MAPS ARE AVAILABLE IN THE MAP VAULT (with some additional bug fixes)

Here comes wonder :) that took a while :/
known issues:
- presets untested
- preset discription should contain playable spots




I also finished Flooded Tabula Rasa. Download is only possible trough the vault, due to a size over 1Mb.




Twin Rivers Ultimate is also available through the vault
Last edited by CookieNoob on 31 Aug 2016, 11:21, edited 13 times in total.
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 28 Aug 2016, 01:33

saved for possible future maps
Last edited by CookieNoob on 28 Aug 2016, 16:30, edited 3 times in total.
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Re: Adaptive maps, next level map creation

Postby speed2 » 28 Aug 2016, 10:08

I have few quick suggestions.

1) Reduce this code:
Code: Select all
    ScenarioInfo.Options.automex = ScenarioInfo.Options.automex or 1
    ScenarioInfo.Options.mirrormex = ScenarioInfo.Options.mirrormex or 1
    ScenarioInfo.Options.hydroplus = ScenarioInfo.Options.hydroplus or 1
    ScenarioInfo.Options.optional_reclaim_middle = ScenarioInfo.Options.optional_reclaim_middle or 1
    ScenarioInfo.Options.optional_reclaim_side = ScenarioInfo.Options.optional_reclaim_side or 1

to:
Code: Select all
    local automex = ScenarioInfo.Options.automex or 1
    local mirrormex = ScenarioInfo.Options.mirrormex or 1
    local hydroplus = ScenarioInfo.Options.hydroplus or 1
    local reclaim_middle = ScenarioInfo.Options.optional_reclaim_middle or 1
    local reclaim_side = ScenarioInfo.Options.optional_reclaim_side or 1

and with that also changing it everywhere else in the script, local variable is more than enough since you're using it just in this one funciton.

2) Rename in editor Optional_Wreckage_middle_ groups to have same number as the option you want to spawn them with, then you can reduce the code from:
Code: Select all
    if ScenarioInfo.Options.optional_reclaim_middle >= 2 then
        ScenarioUtils.CreateArmyGroup('ARMY_15', 'Optional_Wreckage_middle_1', true)
    end
    if ScenarioInfo.Options.optional_reclaim_middle == 3 then
        ScenarioUtils.CreateArmyGroup('ARMY_15', 'Optional_Wreckage_middle_2', true)
    end
    if ScenarioInfo.Options.optional_reclaim_middle == 4 then
        ScenarioUtils.CreateArmyGroup('ARMY_15', 'Optional_Wreckage_middle_3', true)
    end

to this:
Code: Select all
    if reclaim_middle >= 2 then
        ScenarioUtils.CreateArmyGroup('ARMY_15', 'Optional_Wreckage_middle_' .. reclaim_middle, true)
    end

(This is already with the first suggestion ^^)
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Re: Adaptive maps, next level map creation

Postby ozonex » 28 Aug 2016, 11:33

I was working on adaptive maps, but the biggest issue was that it was showing that map is for 8 players, even if we wanted to play 2v2. People don't wanted to join and when they joined they thought that it will be 4v4 or that map is too big/too many mex. It was hard to explain them that map will auto adapt to how many and where players will play.
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 28 Aug 2016, 11:37

ozonex wrote:I was working on adaptive maps, but the biggest issue was that it was showing that map is for 8 players, even if we wanted to play 2v2. People don't wanted to join and when they joined they thought that it will be 4v4 or that map is too big/too many mex. It was hard to explain them that map will auto adapt to how many and where players will play.


yea you gave me the idea :)

maybe I can get some moderator to do some post on the whats new page about these maps (but first there is some testing required). I already reviewed the code and made it more efficient and better to read. so I guess I will upload a v0004 for these maps soon.
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 28 Aug 2016, 22:35

All currently uploaded maps are tested to some extent. After some more testing tomorrow, I will change the version of the maps to v0010 and upload them to the vault (if I can get my hands on a working version of Downlords Client xD).
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Re: Adaptive maps, next level map creation

Postby Lieutenant Lich » 28 Aug 2016, 23:41

Adaptive maps are great. tested Canis and Zeta. However, the thing that ozonex has mentioned may be a problem if the maps are not announced as a new type for players' information.
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 29 Aug 2016, 00:04

Ok tomorrow came faster than expected xD maps are uploaded to the vault. If there are any problems, typos, feedback, suggestions or you just want to say awesome map: go ahead and post here or pm me in the lobby.
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