Forged Alliance Forever Forged Alliance Forever Forums 2020-07-23T23:03:43+02:00 /feed.php?f=53&t=16134 2020-07-23T16:25:31+02:00 2020-07-23T16:25:31+02:00 /viewtopic.php?t=16134&p=185876#p185876 <![CDATA[Re: Neroxis Map Generator]]> Statistics: Posted by Rowey — 23 Jul 2020, 16:25

2020-07-23T23:03:43+02:00 2020-07-23T14:43:58+02:00 /viewtopic.php?t=16134&p=185874#p185874 <![CDATA[Re: Neroxis Map Generator]]> New Map Generator UI!

With Downlord's Client 1.1.9 the map generator has gained a new UI for generating maps with user specified terrain options.
In order to GENERATE and PLAY maps which utilize the UI options you MUST HAVE Downlord's Client Version 1.1.9 or higher

The following options are available as inputs to map generation:

Number of Spawns: Number of spawn points the map is generated with. Supports 2 to 16 players. Currently only supports balanced team spawns.
Map Size: Size of the map to be generated. Only supports square maps (5km, 10km and 20km).
Water: The probability/amount of water appearing on the map
Plateaus: The probability/amount of plateaus appearing on the map
Mountains: The probability/amount of mountains appearing on the map
Ramps: The probability/amount of ramps appearing on the map (Note: Ramps are the connections between plateaus and ground level)

It is also now possible to regenerate a map by using the name of the form neroxis_map_generator_(version)_(seed)_(options)
This can also be utilized to specify the options directly. The format for parsing the options from the map name can be found in the source.

Client Version 1.1.9 also supports watching replays of generated map games

  • Generation time increases with map size. Optimizations are underway.
  • Generating 16 player 5km maps may occasionally fail due to space constraints. If this occurs generate with new seed.
  • Map Terrain Generation originally optimized for 10km maps. Optimization for 5km and 20km maps still underway.
  • Terrain control options are not a guarantee that a certain amount of that feature will be present in the generated map. They are used for initial seeding only.
  • Maps with mostly water will generate water mexes where possible rather than clumping mexes on small amounts of land
  • Map Generation not supported on the python client
  • Maps Generated Names of the form neroxis_map_generator_(version)_(seed) where seed is numeric will be compatible with older clients

Additionally new features have been added and are included in the spoiler
Spoiler: show
    Version 1.0.10
  • Unit Wrecks now spawn as reclaim (T1-T3 Land, T2 Destroyers, T2 Navy Factories)
  • New Symmetries Added (Symmetries: X, Y, XY, YX, QUAD, DIAG, POINT)
  • Reclaim Generation Improved (Added cliff rocks and variation of placement)
  • Mex Expansions Added (Expansions of 2-4 mexes randomly placed on map)
  • Support Mexes Added (Each Base will have 1-3 support mexes nearby)
  • Generate previews with better coloring and lighting
  • Guarantee space for base building at spawn points
  • Odd/Even Teams are guaranteed on all maps and represent mirror positions

As always if you have any suggestions for features of the map generator please comment in this thread.
If a generated map has issues please let me know by messaging me with the map name so that the cause can be investigated.

Screenshot (34).png

Statistics: Posted by Sheikah — 23 Jul 2020, 14:43

2020-06-28T12:56:31+02:00 2020-06-28T12:56:31+02:00 /viewtopic.php?t=16134&p=185142#p185142 <![CDATA[Re: Neroxis Map Generator]]> Statistics: Posted by Sheikah — 28 Jun 2020, 12:56

2020-06-28T01:38:55+02:00 2020-06-28T01:38:55+02:00 /viewtopic.php?t=16134&p=185139#p185139 <![CDATA[Re: Neroxis Map Generator]]> Statistics: Posted by nine2 — 28 Jun 2020, 01:38

2020-06-28T12:55:29+02:00 2020-06-28T00:48:47+02:00 /viewtopic.php?t=16134&p=185138#p185138 <![CDATA[Re: Neroxis Map Generator]]> Statistics: Posted by Sheikah — 28 Jun 2020, 00:48

2020-06-27T21:14:20+02:00 2020-06-27T21:14:20+02:00 /viewtopic.php?t=16134&p=185132#p185132 <![CDATA[Re: Neroxis Map Generator]]>
Cetea wrote:
I would love a 1 vs 1 version of this tool; playing random maps in ladder could be a lot of fun!

One problem is: the maps would not be saved in the map database, so the replays would be unwatchable except by the people who participated in the games (or, in theory, someone who "joined" the lobby as it was forming, which you can do if you have someone's name open in aeolus and see that they just got a ladder match and click "join" . . . .)

Another problem is: even if most of these maps are good for 1v1s, perhaps some of them are lower quality than others, especially because they are intended for 3v3 play. (I think part of your comment is: the tool could be tweaked to generate maps that work better for 1v1s)

How about this: generate 50 maps. Eyeball them to pick the top 5 for 1v1 ladder play. Save them to the system with formal names (even if they are named differently to show that they come from the generator and aren't "real" maps). Put them into the ladder pool for one rotation. Then forget about them forever (except that they stay in the map database, so that people can watch replays). Do this one time, see if people like it. If they do, perhaps it should be done every ladder rotation.

Another, similar possibility: generate 50 maps, pick the best 5, then have someone like Chosen edit them a bit by hand so they look less generated and more human, and maybe move/remove some mexes to make them more appropriate for 1v1s, and put those into the pool. The problem with this is that FAF has a rule against using the map generator to make maps that will be saved to the database because the FAF administration is worried about being buried in a mountain of low-quality map spam. But if it was just a narrow exception for this particular purpose, that would avoid the problem.

Statistics: Posted by armacham01 — 27 Jun 2020, 21:14

2020-06-27T19:17:10+02:00 2020-06-27T19:17:10+02:00 /viewtopic.php?t=16134&p=185129#p185129 <![CDATA[Re: Neroxis Map Generator]]>
KaletheQuick wrote:
I'm looking into the code now to see how it works, hopefully I can contribute. I don't know if any of my favorite procedural algorithms would fit in there now, but this is the future.

if you plan on doing something with the map generator, you might want to join the developer Zulip. Other than that, feel free to ask any questions or create an issue on Github about what you want to do. Sheikah45 is currently adding options to make it possible to customize the generation. Have fun : )

Statistics: Posted by Katharsas — 27 Jun 2020, 19:17

2020-06-25T04:15:06+02:00 2020-06-25T04:15:06+02:00 /viewtopic.php?t=16134&p=185081#p185081 <![CDATA[Re: Neroxis Map Generator]]>
I'm looking into the code now to see how it works, hopefully I can contribute. I don't know if any of my favorite procedural algorithms would fit in there now, but this is the future.

I also wonder if the old fog of war options are still in the engine. Anyone else remember that? Actually EXPLORING the map from Supreme Commander vanilla? Not very useful when everyone plays gap/setons/wonder all day, but with new maps we might actually get players who can read the land and make their own decisions instead of memorizing the spots good for this and that.

Statistics: Posted by KaletheQuick — 25 Jun 2020, 04:15

2020-06-24T03:11:19+02:00 2020-06-24T03:11:19+02:00 /viewtopic.php?t=16134&p=185068#p185068 <![CDATA[Re: Neroxis Map Generator]]> Statistics: Posted by Emperor_Penguin — 24 Jun 2020, 03:11

2020-06-22T22:35:00+02:00 2020-06-22T22:35:00+02:00 /viewtopic.php?t=16134&p=185046#p185046 <![CDATA[Re: Neroxis Map Generator]]> Statistics: Posted by Cetea — 22 Jun 2020, 22:35

2020-06-23T08:35:23+02:00 2020-06-22T09:43:55+02:00 /viewtopic.php?t=16134&p=185037#p185037 <![CDATA[Re: Neroxis Map Generator]]>
edit: I had another thought. Adding support for properly mirrored opti balance would be nice also.

Statistics: Posted by beno_83au — 22 Jun 2020, 09:43

2020-06-22T08:56:25+02:00 2020-06-22T08:56:25+02:00 /viewtopic.php?t=16134&p=185036#p185036 <![CDATA[Re: Neroxis Map Generator]]>
  • option for map size
  • option for water amount
  • option for mex amount
  • option for reclaim amount
  • support non square maps

What do YOU want to see in the next version of mapgen?

Statistics: Posted by nine2 — 22 Jun 2020, 08:56

2020-06-10T18:13:21+02:00 2020-06-10T18:13:21+02:00 /viewtopic.php?t=16134&p=184801#p184801 <![CDATA[Re: Neroxis Map Generator]]> Statistics: Posted by nine2 — 10 Jun 2020, 18:13

2020-06-10T15:38:31+02:00 2020-06-10T15:38:31+02:00 /viewtopic.php?t=16134&p=184796#p184796 <![CDATA[Re: Neroxis Map Generator]]> Statistics: Posted by Morax — 10 Jun 2020, 15:38

2020-06-09T12:13:39+02:00 2020-06-09T12:13:39+02:00 /viewtopic.php?t=16134&p=184793#p184793 <![CDATA[Re: Neroxis Map Generator]]> Correct me if I am wrong but the three awesome contributors that built this generator are:
Geosearchef (Wanted to quit FAF now does TMM never the less, but I just guess he is not gonna do anything on generator)
Neroxis (Have not seen him around much for AT LEAST a year if not more, but who knows maybe he comes back if u kindly ask him)
Rackover (Left FAF as far as I know)

So Anihilnine it is wonderful that u care so much about the generator BUT u will probably need to find somebody that realizes your proposals. There are not getting listened to atm if I see it correctly. Also maybe summarize them in GitHub issues (One proposal = one issue) because they are otherwise gonna get lost in Zulip Chat history.

Statistics: Posted by axel12 — 09 Jun 2020, 12:13