Adaptive maps, next level map creation

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Re: Adaptive maps, next level map creation

Postby Morax » 29 Aug 2016, 20:44

If I could like this 1,000 times I would.

Now please join keyser in making maps that remove "air spot"
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 29 Aug 2016, 21:51

xD well it is quite simple to remove the airspot on these maps... just leave the air spot open and there wont spawn the linked ressources (there will still spawn some mexes to prevent this part of the map getting some unused wasteland) and you have a no air version
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 30 Aug 2016, 10:29

ok there were some features requested that will be added in the near future:
  • add civilians with different levels of fortifications (no defences to hard turtle, since its optional)
  • add more and different types of reclaim
  • improve the look of some current reclaim groups
  • add some reclaim to the spawn dependent functionality for the intermediate (spots 13-16) spots on wonder open (they only have very few secure mex, so they get some early eco advantage to compensate)
  • redo some of the forest on wonder open, there are some trees hovering in the air
  • add decals to the maps and make them look prettier
  • change the discription of "mirror spots" (really easy to do, but lazyness is stronk)
  • option to remove additional mex on canis (in the back of the base when no air player is present) after some clearifications about dynamic spawns this request was dropped

however for these points (except the last one) I need help from a skilled mapper.

features that are added much later:
  • Add working AI marker to the maps (someone who knows stuff about that contact me plz, or do it and send me the mapname_save.lua file)
Last edited by CookieNoob on 06 Sep 2016, 10:17, edited 6 times in total.
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Re: Adaptive maps, next level map creation

Postby biass » 30 Aug 2016, 10:33

You don't know how to add reclaim?
-> wiki
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: Adaptive maps, next level map creation

Postby CookieNoob » 30 Aug 2016, 11:11

I know how to add reclaim, the FA editor just refuses to work and I dont want to spend more time on fixing it. Ozonex editor works perfectly fine for what I did with the maps, however it lacks the required features to add reclaim or units to the map (same with some other things).

On the other hand I see no problem in cooperations between different ppl to contribute to the same map. I was thinking about making a topic about 'how to contribute to dynamic maps and help CookieNoob', but that seems kinda unnecessairy since I already talked to most mappers and found some that are willing to help me (and those that are interested to help can pm me anyway).
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Re: Adaptive maps, next level map creation

Postby BertieBassett » 01 Sep 2016, 13:46

RE: Zeta Wonder Ultimate
if we load max players with 3 players and the rest solarian AI, the AI just sit still and don't do anything :(
Other maps don't do this and top marks on this.
Zeta looks good however.
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Re: Adaptive maps, next level map creation

Postby Lieutenant Lich » 01 Sep 2016, 14:51

Worked well with easy AI
Don't complain about that which you aren't willing to change.

My mod:
viewtopic.php?f=67&t=12864
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 01 Sep 2016, 15:20

BertieBassett wrote:RE: Zeta Wonder Ultimate
if we load max players with 3 players and the rest solarian AI, the AI just sit still and don't do anything :(
Other maps don't do this and top marks on this.
Zeta looks good however.


yes, I am aware of this problem. However, as I wrote here:
SirTobi60 wrote:ok there were some features requested that will be added in the near future: [...]

features that are added much later:
  • Add working AI marker to the maps (someone who knows stuff about that contact me plz, or do it and send me the mapname_save.lua file)


this is by far not done yet (as a matter of fact I didnt even start working on that and I wont in the near future). Aparently I deleted the comment on the not working ai on zeta wonder when I deleted the attachment on the forum post about the maps, sorry for that :/

Anyway, thx for the report. If you see any other problems with the maps: dont hesitate to post here or to pm me (wont be here next week). Things to look for are i.e. mex that are absent when the mirror has one, uneven distribution of mexes (same for hydros). Do all reclaim options work as they are supposed to, is the number of mex that spawn somewhere identical with the tooltips...
Last edited by CookieNoob on 01 Sep 2016, 15:32, edited 1 time in total.
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Re: Adaptive maps, next level map creation

Postby biass » 01 Sep 2016, 15:21

SirTobi60 wrote:Add working AI marker


Ask AwarE
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: Adaptive maps, next level map creation

Postby CookieNoob » 01 Sep 2016, 15:29

biass wrote:
SirTobi60 wrote:Add working AI marker


Ask AwarE


I was going to do that, however in the last days I was busy getting the maps done and now I am moving to a new apartment, thus I wont have internet for the next week. I will make some new maps in the meantime that will be uploaded right after I have internet (hopefully 12.9.) again :)

However this no-internet time make is a bit hard to coordinate with other contributers. In case he is here in the evening I will contact him and in case he finishes the markers I will merge them in the maps in about 2 weeks.
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