Adaptive maps, next level map creation

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Re: Adaptive maps, next level map creation

Postby biass » 01 Sep 2016, 15:31

SirTobi60 wrote:
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.


He's in an AUS timezone, like me, maybe i can ask on your behalf?
Also, check pm ^.^
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, 15:48

yes ofc :) I only need the mapname_save.lua file with the new markers and I will merge them into the map.
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 01 Sep 2016, 19:49

tutorial for these maps (in some detail)

https://www.youtube.com/watch?v=-kgq89jO1zg
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 05 Sep 2016, 10:49

Since I have very limited access to the internet at the moment (for a week), I am making quite a lot of these maps. I asked some players which map they would like to see converted and they came up with 18 maps. Currently I have 6/18 finished* (they are untested and following my version-system V0001, i.e. no reclaim, no civs, no improved decals/strata...) and if I continue at this rate, I will eventually run out of suggestions xD

If you want to have a specific map converted send me a forum pm or post below. All these maps will be uploaded by the end of next week and after I tested them a little bit.

*due to improvements in the code it is now possible to do one map in ~1 hour (reduction of 80% compared to the previous version)

current list is:
Spoiler: show
  • cauldron small [DONE]
  • miracle [DONE]
  • khandum
  • argon [DONE] / flooded argon [DONE]
  • Phenom Spartiate
  • Hrungdaks Canyon
  • Scorpion Canyon
  • Diversity [DONE]
  • Crossfire Canal
  • Sands of Ablicka
  • Tabula rasa
  • Africa [DONE]
  • Corona [DONE] + flooded Corona [DONE]
  • Canis Cross [DONE]
  • Field of the Phoenix
  • Pyramid [DONE]
  • Open Palms
  • point of reach
  • gap of rohan OR dual gap
Last edited by CookieNoob on 08 Sep 2016, 10:25, edited 1 time in total.
Check out the next level of maps: viewtopic.php?f=53&t=13014
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Re: Adaptive maps, next level map creation

Postby BertieBassett » 08 Sep 2016, 09:17

Anyway, thanks for your reply and thanks for putting in time to make maps for everyone. they are all great, will post anything of note when we get some more plays in.
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Re: Adaptive maps, next level map creation

Postby CookieNoob » 13 Sep 2016, 18:02

ok, since I have internet again, I uploaded the next round of maps to the vault... including an improved wonder (with crazyrush script and other cool features). Other maps that are uploaded are:
  • cauldron small
  • miracle
  • argon + flooded argon
  • Hrungdaks Canyon
  • Diversity
  • Africa
  • Corona + flooded Corona
  • Canis Cross
  • Field of the Phoenix
  • Pyramid
  • point of reach
  • Battle of Thermopylae
Check out the next level of maps: viewtopic.php?f=53&t=13014
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Re: Adaptive maps, next level map creation

Postby Plasma_Wolf » 14 Sep 2016, 01:49

Badlands is one of the maps that needs an ultimate version, but Lionhardt (I think) made a more appealing version of badlands without screwing over the general strategy of the map. It's called "goodlands" and I think it's a much better map to play just because of the looks :)
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Re: Adaptive maps, next level map creation

Postby Lieutenant Lich » 14 Sep 2016, 02:07

Y u make another thermo? We no need another thermo map or anotha gap map!
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 » 14 Sep 2016, 07:22

LichKing2033 wrote:Y u make another thermo? We no need another thermo map or anotha gap map!


I made one thermo map because someone requested it. And also since I have this now, I deleted about 10 other thermo maps from my map folder (in total I reduced my map folder by about 400Mb already xD) :D This version of thermo has the crazy-rush script implemented too (ofc optional)

Gap would serve the purpose to make this adaptive spawning stuff better known... but I couldnt motivate myself to make it xD

Plasma_Wolf wrote:Badlands is one of the maps that needs an ultimate version, but Lionhardt (I think) made a more appealing version of badlands without screwing over the general strategy of the map. It's called "goodlands" and I think it's a much better map to play just because of the looks :)


I will put it on the list. However since I have internet again, I can also play games again, so the rate with which I pump out these maps will decrease. Also the priority is now to improve the maps that are already there to make them better (more options for reclaim, civilians, better look in general).
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: Adaptive maps, next level map creation

Postby AwarE » 15 Sep 2016, 06:50

OK I got your request.
I think you guys want me to add markers so that the new maps can be played by all Human players in ranked competition and on the same map be able to play against a good AI.

This idea has a few problems, I'm not sure that the method I use to set FA markers will be compatible with these maps where resources can disappear.
Another issue is that to produce a strong AI performance I set markers in one direction, as I am telling the AI what paths to use, the location of resources and how to defend against/attack the Humans.
If it was possible to place AI in say 2 or 3 start positions on only a particular side of the map the marker layout would easier.

Is it possible to restrict the AI to certain start positions using code?
Can you write code so that the resources spawned for the AI are different than those spawned for Humans?

The maps that I make are generally not balanced for Human v Human ranked games.

Anyway I will have a go at doing one and submit the *.save.lua

roj
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