Morax's Maps

Interesting mapping tools and mapping help.

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Re: Morax's Maps

Postby CookieNoob » 23 Nov 2016, 23:08

the maps are created with the map editor or similar tools (worldmachine, ozonex map editor...). I think Morax wanted to have some custom props for his map (rocks, buildings...).

In the faf wiki is a really detailed discription how to make a map (with the example of summer duel).
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: Morax's Maps

Postby biass » 23 Nov 2016, 23:39

Dudekahedron wrote:now I have a question, do the map shapes have to be square or rectangular? Circles? Triangles? More complex shapes?


They're squares, however you can dictate the real play area with mountains and such.
Map thread: https://bit.ly/2PBsa5H

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Re: Morax's Maps

Postby JaggedAppliance » 24 Nov 2016, 00:03

They can be rectangles as well.
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Re: Morax's Maps

Postby Morax » 28 Nov 2016, 17:33

Hi Dudedekahedron, I had some massive PC issues where I lost my boot sector over the weekend that caused delays.

Will be in touch tonight/this week. If you have an email or anything please pm me and we can talk with less distraction.
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Re: Morax's Maps

Postby Morax » 07 May 2017, 20:36

Map Concept 1: Conflict (link to imgur design library album)

First and foremost, work and life situation has gotten a lot better recently so I have the energy to work on maps - finally. And with that, I present my first concept: Conflict.

This is going to be a navy-transport-land type map as every island will have frigate-range mexes while the main one has some key terrain features that block t2 detro/cruiser missiles. There will be a few reclaim spots with just enough incentive, but nothing too crazy.

Visually, I am mixing evergreen type textures with lava/embers type that will show a field that has seen some "conflict." I don't have a perfect image yet but stay tuned.

It looks like a fairly unique layout compared to what is out there, so I'm hoping for an action-packed meta result.

Map key:

1) Start Positions is where you see the t1 fact and same for opposite island.
2) Light green is a hydro
3) yellow are mexes
4) dark red are reclaim/wrecks
5) Grey is some rock-type terrain that keeps land safe from naval fire

Overall layout - quick photoshop design so not exactly symmetrical, but final result will be)

Image

Detail of first island (home base). It will be impossible to rush navy from here so transport rush is ideal.

Image
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Re: Morax's Maps

Postby Plasma_Wolf » 07 May 2017, 23:57

Based on the close up of that island I think you're making things too steep. That's just a problem for the players camera works and the pathfinding. Personally I don't like steep hills if they're for units to crawl/roll up to. For some reason I have much less of a problem with steep and high stuff if it's supposed to be impassable (But I overdid it in Point of Reach, where the camera works and especially the fighter and bomber pathfinding are annoying and difficult).

I think that if you reduce the height by about 50% you're still having a very nice island in terms of height differences but it'd be improved a lot in terms of the looks.

What's the map size? 20x20?

The first thing I think of with a main island in the middle and several small ones on the sides, is Mesmerizing Paradise. Very nice map, but often completely land-focused. What you're trying with land and navy all over the place is something new I think. Good luck making the map, hope you enjoy it as much as I did making mine :)
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Re: Morax's Maps

Postby biass » 08 May 2017, 01:54

make sure to define very clearly areas to enter the water, your "ramps" as you will
not making sure they're clear leads to frustration (that one ramp on cloud kingdom that the author forgot to texture kappa)

If you're painting evergreen on a lava base maybe you don't need sand, thats up to you though

don't overscale your decals when you get to that point (see: wv maps)
Map thread: https://bit.ly/2PBsa5H

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Re: Morax's Maps

Postby Morax » 09 May 2017, 05:07

Plasma_Wolf wrote:That's just a problem for the players camera works and the pathfinding.


mmm.... I will be doing extensive testing to ensure it does not act poorly. The subs were not acting ideal in some areas where the "peaks" underwater are a bit troublesome, but those can lowered easy without degrading too much from the gameplay - I think.

Thank you to you two for feedback so far. It has been noted and will be addressed upon realization.

For now, here is a very early trial run of the map path-finding:

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Re: Morax's Maps

Postby Plasma_Wolf » 13 May 2017, 20:01

Erm, where? :)

If you intended to add an attachment, it's not there.

Did you upload it in the vault?
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Re: Morax's Maps

Postby Morax » 14 May 2017, 06:24

Plasma_Wolf wrote:Erm, where? :)

If you intended to add an attachment, it's not there.

Did you upload it in the vault?


Huh? What are you referring to?
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