Pamnal

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Re: Pamnal

Postby Lionhardt » 08 Nov 2015, 02:35

I apply on the whole map. Gameplay relevant heightmap details, like making some cliffs impassable again, after the erosion has made them passable, I do in-edtor. Abort the presets -- I have no clue :D As I said, I try stuff out till it looks right :P

Erosion at the end is a bad idea imo. It will screw with your heightmap finely tuned for gameplay. Thus you first want to get the looks right and THEN fine tune for gameplay. Of course you first need to have your general heightmap layout done and thought out, because adjusting the heightmap in a major way AFTER the erosion and stuff is not really feasible. For two main reasons: You will no longer have large areas of teh sae height level that can easiyl shaped manually. Reapplying erosion to the map for the reshaped areas is annoying, because you need to work with masks to not double-erode other areas. At least that is how I do it.
Both approaches have their draw backs. Theoretically you can -- and ideally you would -- first block out your heightmap for playtesting. But you won't get people to play test it in that stage. So...
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Re: Pamnal

Postby Egon » 10 Nov 2015, 03:43

Lionhardt wrote:I apply on the whole map. Gameplay relevant heightmap details, like making some cliffs impassable again, after the erosion has made them passable, I do in-edtor. Abort the presets -- I have no clue :D As I said, I try stuff out till it looks right :P

Erosion at the end is a bad idea imo. It will screw with your heightmap finely tuned for gameplay. Thus you first want to get the looks right and THEN fine tune for gameplay. Of course you first need to have your general heightmap layout done and thought out, because adjusting the heightmap in a major way AFTER the erosion and stuff is not really feasible. For two main reasons: You will no longer have large areas of teh sae height level that can easiyl shaped manually. Reapplying erosion to the map for the reshaped areas is annoying, because you need to work with masks to not double-erode other areas. At least that is how I do it.
Both approaches have their draw backs. Theoretically you can -- and ideally you would -- first block out your heightmap for playtesting. But you won't get people to play test it in that stage. So...


yeah after some thinking i totally agree on everything, like wool over my eyes. Its a constant back and forth.
would be possible to only release the map nearly finnished and polish 1-2 time but incomparably harder to what would "technically possible", which is always a big demotivatior for me.
but as a Debut, feedback was very valuable and learningcurve steep. Still need a single Replay after ~200 plays according to vault, all are bugged vs AI or hidden in the DB because u cant search for them after first update.
If the Vault would get this fix i could work so much better. Then having 1 WiP Version and 1 Release Version only would suffice. People not interessted in WiP stuff wouldnt have to bother.
And Mapmaker gets some replays during development.
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Re: Pamnal

Postby Egon » 10 Nov 2015, 03:45

v0018
changed dirt for gravel
removed traversable terrain on small ridges, which made ai get stuck.
small hightmap fixes everywhere
medsand rough border fixed
added extra stratum for handpainted corrections
fixed center town performance issues
consolidated lots of Trees into Treegroups
streched Hills and changed Basehight to 55m
increased big hills plateau size to encourage people moving commander there
further midplayer base balance

v0019
Beta4 Milestone "No Pain No Gain"
Map ~65% done
Tested in LAN and vs AI
Update with biggest optical and gameplay impact.
added erosion to ~75% of the map, big thx to Lionhardt.
big hills rework (~75% done)
added 4 new cities
removed playable area restriction and final resize (1020m to 1024m)
removed many placeholder decals
final black mapborder fix
unf*cked rivers for t3 naval
replaced AI land marker with combat zones on Narrow roads to make them less frequented by ai
much props balancing
started 1vs1 5x5km micro Version
started Pamnal streched 16:9/16:10(Playerbases move to isles/large lake infront of bases)
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v19over.jpg
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v19towns2.jpg
v19towns2.jpg (920.64 KiB) Viewed 3206 times
v19centerBase1.jpg
v19centerBase1.jpg (862.71 KiB) Viewed 3206 times
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Re: Pamnal

Postby Lionhardt » 10 Nov 2015, 04:08

Awesome. You are really getting there! Make sure the erosion does not get in the way of gameplay though. For example terrain being too uneven for units to shoot properly and stuff.

Loving that enclosed sand area.
Last edited by Lionhardt on 10 Nov 2015, 04:13, edited 1 time in total.
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
Spoiler: show
[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns

YouTube Channel
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Re: Pamnal

Postby Egon » 10 Nov 2015, 04:11

Lionhardt wrote:Awesome. You are really getting there! Make sure the erosion doe snot get in the way of gameplay though. For example terrain being too uneven for units to shoot properly and stuff.

Loving that enclosed sand area.


iam on it, thats exactly what is delaying b4 atm
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Re: Pamnal

Postby Egon » 10 Nov 2015, 04:32

Another problem i want to fix before uploading is that AI clumps landunits inside the playerbases during later game. I did not find a solution yet trough trail and error. Any Idea what it could be?
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Re: Pamnal

Postby Egon » 11 Nov 2015, 21:57

v0020
updated Pamnal mini+
rework to not be just a cheap knockoff (~75% done)
added 6 t1 Radar's


i would like to have the old Versions deleted from the Vault, what is to do to get this done?
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Last edited by Egon on 11 Nov 2015, 22:09, edited 1 time in total.
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Re: Pamnal

Postby speed2 » 11 Nov 2015, 22:03

If you upload a new version it will show only the latest one. If you upload it under different name you can't delete the other one, only Sheeo can delete it.
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Re: Pamnal

Postby Egon » 11 Nov 2015, 22:08

speed2 wrote:If you upload a new version it will show only the latest one. If you upload it under different name you can't delete the other one, only Sheeo can delete it.


hi speed2, i realized bit redundant my question, how to contact sheeo then?
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Re: Pamnal

Postby speed2 » 11 Nov 2015, 22:09

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