Fixing ladder maps

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Fixing ladder maps

Postby Mad`Mozart » 03 Oct 2016, 20:10

Ok, here in this thread i want to keep track of current maps that appear in ladder pool and being broken / not working as intended. By this i mean rather technical issues, such as mixed up spawn positions, passable mountains, impassable terrain, offset mex/hydro and everything else of that sort.

Please dont ask to make gameplay changes to the map like swapping mexing, adding/removing mexes, hydro or reclaim, altering terrain, etc. Unless you are not a person currently in charge of ladder rotation :)

Help from other mappers is very welcome, i may not have time (or motivation) always.

List of fixed and uploaded maps so far:

Spoiler: show
x6 - added missing energy storage for civs
sleipnir - brushed through terrain so now units shouldnt be able to cross or go up a mountain
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Re: Fixing ladder maps

Postby Mad`Mozart » 03 Oct 2016, 20:21

I didnt really test the maps yet tho except for checking they starting fine :)
So might wanna have someone try them and say if they work good (esp x6). Still dont have much motivation to play
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Re: Fixing ladder maps

Postby Zock » 03 Oct 2016, 20:36

Thanks a lot! I can't test today (and probably tomorrow), but if someone can confirm they are good now, I'll request them to be exchanged asap.

Unless you are not a person currently in charge of ladder rotation :)


Everyone but me can make suggestions? FAF life is so harsh. :(
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Re: Fixing ladder maps

Postby Mad`Mozart » 03 Oct 2016, 20:55

Zock wrote:Everyone but me can make suggestions? FAF life is so harsh. :(

Sort of, yeah. I mainly wanted to deal with bugs to make maps work as intended. Redesigning or rebalancing them is a different thing, how someone sees a map should be played. Some people may like it, others will prefer old version, that can really cause arguements. Well and if you wont approve it for the ladder, just a waste of time.
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Re: Fixing ladder maps

Postby Zock » 03 Oct 2016, 21:08

Shouldn't that mean I'm the only one to make suggestions, and not the only one who can't? :D

But jokes aside, fixing the bugs is great and more than sufficient.

However if you or someone else wants to improve on a map to make it more suitable for ladder, they'll be welcome.

I made a quick concept for x6 when i put it in the ladder and hoped someone wants to take it, i'm sure it can be improved more, I wouldn't claim to have made it perfect (thinking about it again, i'd probably remove a few more mex actually), but it should be better than the current version for 1v1. Not saying it's terrible now, else I wouldn't have picked the map, but there aren't exactly many 20x20 maps that are really designed for 1v1. Many could be rather quickly adapted by removing a couple of mex though.

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Re: Fixing ladder maps

Postby Morax » 03 Oct 2016, 21:11

A 20x20 with restricted resource locations that drives air play would be phenomenal, Zock! I will add this to the list of tasks for when I get mapping better understood.

Mozart, thanks for taking this initiative. When I get home later tonight I will post a replay showing why Projekt_I needs to be fixed bug-wise due to terrain that makes the "unit stuck" bug come out more.
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Re: Fixing ladder maps

Postby Iszh » 03 Oct 2016, 21:14

you should ask cookie noob to make a ultimate map out of it. basically you can use all those ultimate maps for 1v1 2v2 3v3 and so on since the number of mex spawns is adapted to player number. In teamgames it is especially nice for 1v1 better test them i have not enough experience to say that they would play fine, but i beleave they do. for 2v2 at least we prooved that they are great! And after ive seen selkie isle and pyramid original in 1v1 i beleave you could play any map in ladder :lol: Such a ultimate pyramid makes at least sense.
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Re: Fixing ladder maps

Postby keyser » 03 Oct 2016, 21:15

for x6, when full e it can fire 9 shoot before e stalling, and losing radar + shield, and slowing down arty reload. If we wanna have shield/radar up all the time, it is required to increase pgen now.
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Re: Fixing ladder maps

Postby Mad`Mozart » 03 Oct 2016, 21:49

2 Zock

Well its how i think FAF should be managed in general. A person (councillor) responsible in this case for ladder who will have a say in what direction it should develop.
I maybe have been a bit too strict here maybe but im in no way trying to hinder any initiative in taking different approaches with maps. Im trying to address an issue with broken maps mainly. Map discussion is welcome tho, its just if come and say you want this map to be like this is a safe bet its going to be in ladder :)
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Re: Fixing ladder maps

Postby Mad`Mozart » 03 Oct 2016, 22:49

Ok i redesigned the map a bit and called it X6 1v1, its in the vault now.
Image

Killed a bunch of mexes on the exapsnions. Kept a bit more on contested ones on middle island, civ base has now 5 mexes. Also killed most of the rocks, leaving just a bit since reclaim is kinda part of early eco now on almost every map. Replaced all SAMs in civ base (or should they stay?) with 6 t1 aa, also killed all arty and added 1 extra wall piece.

Need feedback now, is it good enough now or needs more tweaks?
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