Soviet's WIP/done thread.

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Soviet's WIP/done thread.

Postby Sovietpride » 03 Jul 2014, 23:44

Because I've seen other do this, and its surprisingly addictive to make new maps.

So here's what i've done:
nfbbs-islands.v0003.large.png
nfbbs-islands.v0003.large.png (101.47 KiB) Viewed 3147 times


NFBBS - No first bomber Bullshit Islands.

The idea is simple.
Navy!
First naval or bust.

The other ideas are also simple:

You fight for space.
Space for T2/T3 generators, and air factories.

A lot of economy is placed as such that it is easy to raid/hard to hold on to.
You start with a fair few mexes (6 core +3 expansion immediately.
But since A) navy costs a lot and B) underwater mexes can't be ringed, this seems to work out right to me.

However, there is no point having all the mass in the world with no power to spend it.

Thus, I jammed a fair few hydros around the map, which should allow for Significant T2 production.
By the time you hit power issues, you should have already secured the islands for t2 power. If not...

The top right corner has the most space of the map. A fair amount of mass, and its a good prize.
The lower left corner has less space, but is adequate, and slightly easier to hold on to.

So yeah. Open to comments, criticism. And help.

Hope you enjoy.

V4 will be coming out soon with the following criticisms in mind:

Islands to be lowered so engineers can go onto them (the smaller ones)
Texturing. Texturing is horrible.
Mid island probably needs to be looked at some way or another. (Too UEF drone-friendly atm)


s islands.v0008.large.png
s islands.v0008.large.png (113.15 KiB) Viewed 3024 times


Introducing, S-islands.
This is now at a near-final state.
Islands are made, resource spots fixed.

Due to the dedication/time put into this project, it gets its own post.
Attachments
s islands.v00014.large.png
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Last edited by Sovietpride on 16 Jul 2014, 17:28, edited 8 times in total.
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Re: Soviet's WIP/done thread.

Postby Sovietpride » 03 Jul 2014, 23:46

Introducing, S-islands.

s islands 4v4.v00020.large.png
s islands 4v4.v00020.large.png (107.46 KiB) Viewed 2961 times


This is now at a near-final state.
Islands are made, resource spots fixed.

Based on the original concept of Navy first, you have just enough power to get a decent navy/tech going.

The main sources of mass are near the middle. And at first glance, again, there is a lot.
Good luck holding it.

The nearer islands are easy enough to grab, with fewer expansion mexes (remember each is shared) than is actually needed for a full-on naval map.
The middle island? easy to bombard.
The side middle islands? You can go with a transport, but then yield the other expansion island.
OR go with your commandeR? And risk getting cut off and dying far away from home.

Based on the idea that Seton's is known as a great naval map, this map has a few subtle influences.
1) IT is easier to access the expansions in a horizontal fashion than vertical. I wanted to mimic the small advantage that rock position gives Setons, with one side having a small edge that with proper planning and commitment can be overcome.
2) Wide, open spaces: islands with resources shoved out of the way to the sides, or are close to the big islands. This maximises room for maneuver that is so crucial to naval warfare.
3) There is enough time to eco before a fight breaks out that you can further economise or go aggressive.
4) Given the size of the map, and the ecos involved, wreck fields become new objectives to contest.
5) Fighting for map control is important, because if you don't, someone else on your team gets screwed, and they get more mass.


Original ideas:

1) Naval first. There isn't a popular map which does this afaik.
2) Air can go f*** itself. It is important to begin with to secure islands, but then takes a back seat for a long time.
3) Air will always become dominant - just in this case, i've made it so that there is a very long delay before it happens. No need to get ASF at 13 minutes or die, for example.
4) Naval everywhere, for everyone.

Things to consider:

NAval maps... aren't all about navy.
Air is needed.
And that land experimental that no one expects is more devastating than on a land map X)

Feedback welcome/wanted.


S-islands change log:

v10: Readjusted mex spots on transport-only expansion islands.

v11:

Adjusted plateaus to make distance building air factory impossible.

v12:

Adjusted hydros to make air/land factory unable to be built in ebginning of the game.

V13:

Adjusted Mex spots in middle to half. Removed non-harassable ones.
Reclustered mex spots on expansion islands to make it more obvious who gets what.
Discrepency in tertiary mex expansions noted: 3/5 players would have obvious 4 extra mexes, 2/5 didn't.
- the 2/5 players had ad advantage in getting air sooner, and getting to the quaternary expansion points (i.e, air-accessed) faster. However, not sure if this is enough in most situations. Added 2 mexes, one for each player, in the usual "no real safe-mexes" fashion. WIll keep an eye on balance.
Fixed bug spots.

v14:

Retexturing/strataring.
Removed some spikes as although i wished to limit build space, it was :
a) getting in the way of enjoyment.
b) The quaternary/air expansions were mass-rich enough to warrant fighting over them anyway.
Thsi is what it currently looks like:

v15:

Retextured the ocean floor so it looked a bit more water-y.
I dunno, blame blodir. I might change this back.

v22:

Addedf salem wrecks to mid.
Added more mass to mid.

Right now mid is a warzone of constant flux, and the lack of ringable land mexes for the mid player makes them fall off in the late game.
WIll keep an eye on this,

v24:
Changed stratum colouring so its more obvious where you can build and where you cannot.
Lowered height of corner most islands so artillery can fire onto the higher plateaus.

v33: MAJOR CHANGES.

Eco retuned - More emphasis on the expansion islands across mid.
Removed starting land mexes.
Shifted first expansion land mexes around - some now under water.

TLDR: Eco-whoring nerfed by around 50%, getting the side islands or at least fighting around them to prevent teching now (or at least, the aim is that it should be) mandatory.
Attachments
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Re: Soviet's WIP/done thread.

Postby DeimosEvotec » 04 Jul 2014, 00:28

You could use civ aa to deny UEF drone in certain places or at least delay it untill the aa is killed by frigates or hover units.
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Re: Soviet's WIP/done thread.

Postby Sovietpride » 04 Jul 2014, 01:25

DeimosEvotec wrote:You could use civ aa to deny UEF drone in certain places or at least delay it untill the aa is killed by frigates or hover units.



I have no idea how to get this to work.
>.<
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Re: Soviet's WIP/done thread.

Postby BushMaster » 04 Jul 2014, 06:16

Civs are actually pretty easy, (in the post about turtorials just go to the supcom.wikia and lesson #7 "last things to do" (i still cant link off site...)) scroll down and there is a small section on civs, can explain it better than i can atm. the hardest part about civs is that all units are selected by their ID, not their names.

Edit: also civs act like other armies so they do take advantage of intel, so you can make them more or less powerful by adding t1 radar +1 pgen ect...
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Re: Soviet's WIP/done thread.

Postby Sovietpride » 04 Jul 2014, 17:36

New question.

V5 is uploaded to the vault.
The image it shows is wrong.

Anyone know why?
You go in game and the right image shows up.
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Re: Soviet's WIP/done thread.

Postby Sovietpride » 14 Jul 2014, 17:46

New map presented.
#Wewt.
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Re: Soviet's WIP/done thread.

Postby Sovietpride » 29 Jan 2015, 23:26

sr islands.v0004.large.png
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Introducing, SR islands.

Or Soviet islands, Redone.
Or soulripper islands.

Or whatever you wish.

So, its been a while since i touched the islands.

But after galacticfear played it, and his comment of "too much eco thats too easy to hold on to" lingered in the memory.
So i went back to the drawing board.

The terrain and concept i like.
The tinkering and position i do not.

So the solution was surprisingly simple in concept: Shove everybody forwards.

This way, bases are closer, action starts faster.

There's less mass to start with than before, and expansion options are limited to going forwards.
Going backwards only yields build space - another common complaint that is now addressed.



It's in a constant state of flux atm, tinking with mass points and hydros.
But so far, so good.
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