Forged Alliance Forever Forged Alliance Forever Forums 2020-02-16T12:30:41+02:00 /feed.php?f=53&t=14976 2020-02-08T12:16:32+02:00 2020-02-07T21:19:35+02:00 /viewtopic.php?t=14976&p=181832#p181832 <![CDATA[Re: svenni_badbwoi's maps]]>
Adaptive Salt and Pepper .v0003
Now contains a custom map decal with better resolution and lower loading time 2-5s ̶8̶-̶1̶0̶s̶ (once transit screen freezes).
I also tweaked the settings of strata 6 (6.0 -> 10.0).
And ensured symmetry for all wrecks. The naval wrecks got somehow moved by 1 game unit while mapping.
I'm really interested in feedback about 1v1 games and if it is suited for ladder.

Adaptive Skadi .v0002
Also contains a new custom map decal to decrease the loading time to 2-5s ̶1̶0̶-̶1̶5̶s̶ .
And I turned down the default wreckage to T1 wrecks in order to decrease the reclaim value.

Adaptive Mars - Mangala Fossa .v0003
Now also contains a new custom map decal to decrease the loading time to 2-5s ̶1̶0̶-̶1̶5̶s̶ .

These three maps also include an improved adaptive map script to fix AI issues --> thx to uveso
Over time I will add this to all my maps.

GL HF


no decal VS the one decal
Image

Statistics: Posted by svenni_badbwoi — 07 Feb 2020, 21:19


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2020-02-16T12:27:11+02:00 2020-02-02T23:57:56+02:00 /viewtopic.php?t=14976&p=181691#p181691 <![CDATA[Re: svenni_badbwoi's maps]]> ADAPTIVE SALT AND PEPPER

Due to the constantly increasing demand for resources, the UEF leadership opposed the will of the population and transformed this formerly water-rich and blooming planet into a salt desert in just 36 years. In order to take revenge, the remaining residents have formed an alliance with the Seraphim.

Player: 2-6 (1v1-3v3)
Size: 5x5 km
Prop reclaim value: 7.748 mass; 9.085 energy
Default adaptive reclaim value: 10.000 mass, 9.085 energy (props & units)
Total adaptive reclaim value: 45.568 mass; 9.085 energy (props & units)
Latest version: 3

Info:
-v2 contains a custom map decal. now with better resolution and lower loading time 2-5s ̶8̶-̶1̶0̶s̶ (once transit screen freezes) --> If you like the custom decal,try Mangala Fossa, Skadi or DeathStorm's map.
-AI Marker: Yes --> Adaptive Uveso AI beats Adaptive Sorian AI
-AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to uveso
-Skybox included --> source official v60 map "Flooded Strip Mine" (X1MP_014)
-v3 ensures symmetry for all wrecks --> the naval wrecks got somehow moved by 1 game unit while mapping.


Adaptive Features:
-Dynamic Spawn Of Resources (mirror slots, used slots, no mirror = no resources, XvX setup) --> default: mirror slots
-Crazyrush (forward crazyrush mexes (2 mexes), crazyrush 1 core mex, crazyrush) --> default: disabled
-Core Mexes (3 or 4) --> default: 3
-Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (Base)
-Wreckage (disabled, T1 - T4) --> default: T1 wrecks
-Natural Reclaim Values (0-300%) --> default: 100%
-Jamming (add a Seraphim jamming crystal to the map center) --> default: disabled
-Integrated resource balance (adaptive marker distribution) --> 4 additional mexes will spawn if all spots are occupied

Mapping tools:
-Inkscape (heightmap idea as grey steps, marker planning)
-WM (heightmap creation (based on inkscape), strata, masks, normal map creation)
-GIMP (normal map to decal)
-Unity (scaling and placement of decal)
-GPG/SupCom editor (texturing, heightmap fixes, lighting)
-FAF editor (marker, units, skybox)
-b2ag's scmap mirror tool (final heigthmap, props, strata)

adaptive salt and pepper_compare_v1.jpg
apdaptive salt and pepper_t4_wreckage_operational T3 civilians_skybox.jpg

Statistics: Posted by svenni_badbwoi — 02 Feb 2020, 23:57


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2019-12-21T11:58:52+02:00 2019-12-21T11:58:52+02:00 /viewtopic.php?t=14976&p=180655#p180655 <![CDATA[Re: svenni_badbwoi's maps]]> Image

Statistics: Posted by svenni_badbwoi — 21 Dec 2019, 11:58


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2019-12-18T23:40:10+02:00 2019-12-18T23:40:10+02:00 /viewtopic.php?t=14976&p=180584#p180584 <![CDATA[Re: svenni_badbwoi's maps]]> :lol:
I had my focus on Supreme Props -I hope you like the integration- and GPG maps fixes.
"Winter is coming"... enjoy Skadi and feel free to drop some feedback.

Statistics: Posted by svenni_badbwoi — 18 Dec 2019, 23:40


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2020-02-16T12:30:41+02:00 2019-12-18T23:23:38+02:00 /viewtopic.php?t=14976&p=180582#p180582 <![CDATA[Re: svenni_badbwoi's maps]]> ADAPTIVE SKADI

The abandoned Aeon outpost on the ice planet Skadi (named after the Norse goddess of hunting, winter and mountains) moves back into focus due to its strategic position in the current war effort. It will be a difficult battle. In addition to your opponent, you must constantly watch out for huge icebergs that calve from the seaside of the ice shelf.

Player: 2-14 (1v1-7v7)
Size: 20x20 km
Prop value: 83.047 mass; 3120 energy
Total adaptive reclaim value: 138.991 mass; 3120 energy
Latest version: 2

Info:
-Rotated and transformed real world map of the area around Tiger Mountain State Forest (Seattle). The heightmap was obtained from terrain.party (USGS shaded relief).
-The map contains a custom map decal to achieve an authentic look. Loading time is now decreased to 2-5s ̶1̶0̶-̶1̶5̶s̶ (once transit screen freezes). --> If you like the custom decal,try Mangala Fossa or Salt and Pepper or DeathStorm's map.
-AI Marker: Yes --> Adaptive Sorian expands better and thus beats Adaptive Uveso AI
-AI Marker: Improved adaptive map script, now only adds the needed marker to the Scenario.MasterChain --> thx to uveso

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), crazyrush 1 core mex, crazyrush) --> default: disabled
-Core Mexes (3 or 4) --> default: 4
-Extra Hydros (0 or 14) --> default: 14
-Civilian's (disabled, wreckage or operational T1 - T2/T3) --> default: T1 wrecks (PD+AA)
-Wreckage (disabled, T1 - T4) --> default: T1 wrecks
-Natural Reclaim Values (0-300%) --> default: 100%
-Jamming (add a Seraphim jamming crystal to every civilian hydro position) --> default: disabled
-Integrated resource balance (adaptive marker distribution) --> To compensate for the loss of mexes to additional players, each spawn point/expansion gains one mex per active player

Mapping tools:
-WM (heightmap creation (based on original terrain.party data), strata masks, normal map creation)
-GIMP (normal map to decal)
-Unity (scaling and placement of decal)
-GPG/SupCom editor (final texturing, final props, heightmap fixes, lighting, waves)
-Inkscape (marker planning, tool masks)
-FAF editor (marker, units)

adaptive skadi_compare_v1.jpg
adaptive skadi.jpg

Statistics: Posted by svenni_badbwoi — 18 Dec 2019, 23:23


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2019-02-02T16:11:14+02:00 2019-02-02T16:11:14+02:00 /viewtopic.php?t=14976&p=171595#p171595 <![CDATA[Re: svenni_badbwoi's maps]]> Statistics: Posted by nine2 — 02 Feb 2019, 16:11


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2019-02-01T01:21:30+02:00 2019-02-01T01:21:30+02:00 /viewtopic.php?t=14976&p=171533#p171533 <![CDATA[Re: svenni_badbwoi's maps]]>
Farmsletje wrote:
Prevent units from walking onto mountains to avoid cancer.

Oh, I missed 1 pixel there. That is literally the only mountain I did not checked, because block looked fine.
Just tested and it does block the normal unit path correctly, unless the unit was explicitly told to go up there. I'm wondering, why you don't like? Its a nice view and it does not conflict with normal path finding. Anyway, I put it on the to do list.

Farmsletje wrote:
The random civies that spawn every game seem more annoying than usefull. You should have it default to not spawn them at all.

I placed them to be annoying :mrgreen: The idea: T1 PD to delay research base reclaim and hydro positions to give you an option to capture, reclaim or fight over early on. Also, if you spawn operational T2 or T3 Civilian Defenses, the T2 &T3 PD will use full range at hydro position.
Can you tell me what you don't like in particular? And where should I put the Civilian Defenses, if they should stay by default? I'm concerned that they will never be used if I disable them.

Farmsletje wrote:
Also try to keep the adaptive settings consistent with other adaptive maps. If i look at the old cookienoob adaptive map almost all of them have very similar looking adaptive settings so it's easy to quickly add them. In comparison yours look way more chaotic and aren't as obvious.....
Also in some of the maps you show the natural reclaim changes as 100%, 150%, etc while in others you show it as x1.5, x2, etc. Again, consistency would be nice.

All my maps feature the latest adaptive map files and I'm also responsible for the modifications in the adaptive files (e.g. changes that you have noticed). The whole thing was about making things more obvious, consistent and easier to use in game and for mapping. It was changes last summer after CookieNoob reviewed and approved it ofc. So it will be "chaotic and aren't as obvious" until you get used to the changes or all old adaptive maps feature the latest adaptive files.

About the help-text/tool-tip:
All my maps (and new adaptive maps) give you the desired information if you hover over the "Feature" itself, e.g. "Extra Mexes" shows "Spawn 2 additional mexes in the map center". I did you the favor and added the number and location to it ;) The adaptive default is "Spawn additional mexes -WHERE-." to encourage map maker to insert the correct location (makes no sense to have an extra option text for every possible location). And it seemed kinda pointless to me, to add this information to the numbers as well. Detailed info at this level is only applied if needed...
Image
What is your opinion on that?

Statistics: Posted by svenni_badbwoi — 01 Feb 2019, 01:21


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2019-01-31T14:16:06+02:00 2019-01-31T14:16:06+02:00 /viewtopic.php?t=14976&p=171498#p171498 <![CDATA[Re: svenni_badbwoi's maps]]>
Image
Prevent units from walking onto mountains to avoid cancer.

The random civies that spawn every game seem more annoying than usefull. You should have it default to not spawn them at all.

Also try to keep the adaptive settings consistent with other adaptive maps. If i look at the old cookienoob adaptive map almost all of them have very similar looking adaptive settings so it's easy to quickly add them. In comparison yours look way more chaotic and aren't as obvious, also in due to a lack of tooltips, like:
Image

Also in some of the maps you show the natural reclaim changes as 100%, 150%, etc while in others you show it as x1.5, x2, etc. Again, consistency would be nice.

Ofcourse i'm nitpicking a bit, but it annoys be nonetheless so i thought i'd mention it anyway.

Statistics: Posted by Farmsletje — 31 Jan 2019, 14:16


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2019-01-31T01:19:17+02:00 2019-01-31T01:19:17+02:00 /viewtopic.php?t=14976&p=171488#p171488 <![CDATA[Re: svenni_badbwoi's maps]]> v0002 is uploaded ...

Improvements:
-Cut decal in half to reduce loading time from 20-30s to 10-15s --> Thx to ozonex' for the idea and help
-New AI land and amphibious nodes to reduced CPU load (formerly >800 nodes each, now 355) --> Thx to uveso for the testing and feedback
-Moved one mex of ARMY_1 & ARMY_5 to make it more clear to whom the resources belong
-Adaptive Fix: Core mex was not properly bound to ARMY_1 & 2
-Removed flying prop
-Removed start text --> Only used in v1 for faster bug detection

Statistics: Posted by svenni_badbwoi — 31 Jan 2019, 01:19


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2019-01-23T01:33:45+02:00 2019-01-23T01:33:45+02:00 /viewtopic.php?t=14976&p=171313#p171313 <![CDATA[Re: svenni_badbwoi's maps]]>
Uveso wrote:
Yes, 400 nodes for each layer is the maximum on my PC's without lag.
But even 400 markers can lag if you have a slow PC.^^

Okay, I will try to set my max at 300 if possible.

Uveso wrote:
Btw, you are the only one who is so insane and create over 800 markers for a layer on a map :D

It comes with my workflow. I just make land nodes real good, then export, rename and import as amphibious - with offset for lanes of course ;)
Maybe your tutorial motivated me to much..

Uveso wrote:
The impact in loading time is huge (5 seconds freeze).
So yes i noticed it. ^^

lol only 5 seconds, I'm at 25. testing was fun xD
I'm still open for suggestions to fix that, without loosing decal resolution.

Statistics: Posted by svenni_badbwoi — 23 Jan 2019, 01:33


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2019-01-23T00:34:58+02:00 2019-01-23T00:34:58+02:00 /viewtopic.php?t=14976&p=171308#p171308 <![CDATA[Re: svenni_badbwoi's maps]]>
Yes, 400 nodes for each layer is the maximum on my PC's without lag.
But even 400 markers can lag if you have a slow PC.

Btw, you are the only one who is so insane and create over 800 markers for a layer on a map :D

The impact in loading time is huge (5 seconds freeze).
So yes i noticed it. ^^

Statistics: Posted by Uveso — 23 Jan 2019, 00:34


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2019-01-22T22:41:14+02:00 2019-01-22T22:41:14+02:00 /viewtopic.php?t=14976&p=171306#p171306 <![CDATA[Re: svenni_badbwoi's maps]]> I'm glad that you like it.

@uveso: Also thx for testing and AI feedback! I will fix that soon.
I was under the impression that more AI path nodes are always better than less - why didn't you tell me before xD
Just to be sure: You are saying that the individual limit for land, amphibious and air path nodes should be 400 nodes?
Did you noticed any impact from the decal when the map was loaded?

Statistics: Posted by svenni_badbwoi — 22 Jan 2019, 22:41


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2019-01-21T18:45:55+02:00 2019-01-21T18:45:55+02:00 /viewtopic.php?t=14976&p=171281#p171281 <![CDATA[Re: svenni_badbwoi's maps]]>
yeah, i am working on a path marker tutorial:
viewtopic.php?f=88&t=16606

It's growing slowly. But after i heve finished it, then maybe someone with better English knowledge can move it to the wiki :D

Statistics: Posted by Uveso — 21 Jan 2019, 18:45


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2019-01-21T13:26:11+02:00 2019-01-21T13:26:11+02:00 /viewtopic.php?t=14976&p=171278#p171278 <![CDATA[Re: svenni_badbwoi's maps]]> about what you said Uveso that should be wrote into maps making guidelines (if it isn't already).

Statistics: Posted by keyser — 21 Jan 2019, 13:26


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2019-01-21T08:35:42+02:00 2019-01-21T08:35:42+02:00 /viewtopic.php?t=14976&p=171275#p171275 <![CDATA[Re: svenni_badbwoi's maps]]>
i tested your MARS map and it looks AWESOME!

I love the AI waypoints, but 800 are way to much.
The game is slowing down with so many Waypoints.

A normal map has about 200 Wapoints.
In this case the pathfinding can check up to 1828 nodes to find its way to the destination (319 on average)

On Mars we have a pathfinding up to 4324 nodes and 1592 on average.
So this map has 5 times more CPU load with pathfinding then most other maps.

After testing different node numbers i would suggest not to use more then 400 nodes for each layer on a map!

Statistics: Posted by Uveso — 21 Jan 2019, 08:35


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