Morax's Maps

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Re: Morax's Maps

Postby RocketRooster » 08 Sep 2016, 14:03

Hm. *scratches chin*

Are there any publicly available details of the path-finding engine?
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Re: Morax's Maps

Postby yorick » 08 Sep 2016, 14:51

IIRC the 5x5, 10x10, 20x20 etc map sizes are due to the engine, their sizes in ingame units are 256, 512, 1024 etc.
But you can make a 20x20 map and cut the sides while loading or smth, that way you get a 15x15 map for example.
Another way to get inbetween map sizes would be to make the gameplay happen on the middle part and have some edge with useless terrain without mexes etc around. Bermuda Locket does smth like that, the landmass area is like 15x15 and the rest on the outside is filled with an ocean.
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Re: Morax's Maps

Postby biass » 08 Sep 2016, 15:01

yorick wrote:IIRC the 5x5, 10x10, 20x20 etc map sizes are due to the engine, their sizes in ingame units are 256, 512, 1024 etc.
But you can make a 20x20 map and cut the sides while loading or smth, that way you get a 15x15 map for example.
Another way to get inbetween map sizes would be to make the gameplay happen on the middle part and have some edge with useless terrain without mexes etc around. Bermuda Locket does smth like that, the landmass area is like 15x15 and the rest on the outside is filled with an ocean.


Also yes
If you played any campaign map, you will know the map expands after a certain objective
We can set playable areas on a map in the same way, and with a bit of scripting we can even make mp maps expand after conditions are met (see primus alpha map)
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: Morax's Maps

Postby Morax » 08 Sep 2016, 18:53

Cookienoob, as I stated the map is gorgeous but it failed to incorporate good gameplay mechanics as the height variations led to units shooting the ground, among other ailments. In order to fix this issue "gameplay" or flat areas need to be predefined and left to decals rather complex terrain. The remainder of the map can be as technical and jagged as you like, but focus on gameplay is key.

yorick, if you look at the concept map I have I intend to do just that: create a 20x20 with lots of useless ocean and jagged islands where gameplay won't take place. Sure, someone could be annoying and transport around a comm, but I think with omni and torp bombs ppl can find them and end the game easy.
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Re: Morax's Maps

Postby CookieNoob » 09 Sep 2016, 09:32

yea I read the original post :/ kinda sad though... but I would like to have a look anyway :D so if you have the map upload it plz^^
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: Morax's Maps

Postby Krapougnak » 10 Sep 2016, 09:14

Found it ! Pays to be an old timer ;)

Edit : actually the file is to big (50 Mo) to be uploaded here. :(
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Re: Morax's Maps

Postby biass » 10 Sep 2016, 09:15

Upload it to dropbox maybe?
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: Morax's Maps

Postby Krapougnak » 10 Sep 2016, 09:31

Try this :


[url]http://www.megafileupload.com/ohM3/Battle_of_Seraphim_II(1).rar
[/url]
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Re: Morax's Maps

Postby Morax » 21 Sep 2016, 17:01

Krapougnak, could you send me the file directly? I'll provide information in PM.
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Re: Morax's Maps

Postby Dudekahedron » 23 Nov 2016, 18:34

Hi guys,

Morax called me in from my thread. I'm an experienced modeler, but not the best at creating textures. I'm also a geologist, so I may be able to help with the quality of terrain and its realism. What I mean by that; rock composition and structure drives texture. Blender Guru has a pretty great article on it actually if you want more details. I've never made a supcom map before, and I'd have no idea how to start. My focus right now is on unit creation, but I'd still love to help out!

I think map sizes between 10x10 and 20x20 is a fantastic idea. I love the grind of a thermo-style map, big emphasis on early gameplay but by the end its just an arty/nuke poop throwing contest. 20x20 is great for strategy, but its only ever t3/t4 strat. So now I have a question, do the map shapes have to be square or rectangular? Circles? Triangles? More complex shapes?

Also, supcom 2 maps are beautiful, is there any way to duplicate that in FA?
Check out my mod (in development): /viewtopic.php?f=41&t=13326
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