Typemap rant thread.

Typemap rant thread.

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Typemap rant thread.

Post by TradeMark »

Cheesecan wrote:2. No typemap. We don't need more maps giving units speed boosts. This should be left to the mod makers.
excuse me? the point in speedboosts in maps are that certain types of ground are faster to move on, example a swamp isnt very good for moving, but a nice road is fucking fast. and how the fuck would you give speedboosts by mod side for specific maps? umpossible.

i dont understand why people are whining about typemaps and "omfg my mod doesnt understand it" crap, learn to make your fucking mods correctly.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New map : FolsomDamSpecial

Post by smoth »

TradeMark wrote:
Cheesecan wrote:2. No typemap. We don't need more maps giving units speed boosts. This should be left to the mod makers.
excuse me? the point in speedboosts in maps are that certain types of ground are faster to move on, example a swamp isnt very good for moving, but a nice road is fucking fast.
spring already does this for slopes etc. bumpy ground slows units and units try to avoid it for pathing reasons because the pathing is as sensitive a republican at a socialist conference.
TradeMark wrote: and how the fuck would you give speedboosts by mod side for specific maps? umpossible.
Is it?
TradeMark wrote:i dont understand why people are whining about typemaps and "omfg my mod doesnt understand it" crap, learn to make your fucking mods correctly.
Spring auto assigns units to groups like kbot, hover etc... learn to mod before you talk out of your ass.


none of this matters as arturri is going to add the typemap as a map option so quit yer bitchin.
User avatar
Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: New map : FolsomDamSpecial

Post by Cheesecan »

TradeMark wrote:
Cheesecan wrote:2. No typemap. We don't need more maps giving units speed boosts. This should be left to the mod makers.
excuse me? the point in speedboosts in maps are that certain types of ground are faster to move on, example a swamp isnt very good for moving, but a nice road is fucking fast. and how the fuck would you give speedboosts by mod side for specific maps? umpossible.

i dont understand why people are whining about typemaps and "omfg my mod doesnt understand it" crap, learn to make your fucking mods correctly.
Just because you don't understand it, doesn't mean there is nothing more to it.

You may not care, but the mod developers who spend enormous amounts of time to develop their mods do. Show some respect. You are not even a mapper, do you care about Spring itself or just BA? Your posts are skewed in favor of the latter.

Also just let you know, the unnecessary and excessive use of profanity in such a short post as yours, indicates that you are severely lacking of vocabulary. Go pick up a dictionary and learn some adjectives. Yes that's right, ad-jec-tive. Start by learning what that means.

Here is a solution to the type map problem(I'm sure somebody but me must have thought of it before):

1. Add to mod cfg files some standardized terrain type settings e.g, "Road", "Swamp", etc. Allow the modder to set a specific speed bonus for each type. This way, the modder is in total control.

2. Let mappers specify these pre-determined terrain types in their type maps. Don't allow the smd to modify unit speeds directly as it is doing now.
JAZCASH wrote:Soembody punch Cheesecan for being stoopid.
Somebody please shut the fuck up about things he has no idea about. And learn to spell, or at least learn how to use the spell-checker. Troll.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: New map : FolsomDamSpecial

Post by Satirik »

Cheesecan wrote:...
indeed the mod should control what unit is affected by what typemap but both map and mod should control the speed, i mean, if typemap is "road *5" and mod unit peewee has "road *0.5" then peeween speed on road will be 2.5 time faster ... and if peewee has no road special speed then it should not be affected by "road" typemaps
Last edited by Satirik on 12 Jan 2010, 21:21, edited 1 time in total.
User avatar
Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: New map : FolsomDamSpecial

Post by Cheesecan »

TradeMark wrote:
Cheesecan wrote:You are not even a mapper
Look at the text above my avatar, now whos the mapper? PWNT.
Cheesecan wrote:Somebody please shut the fuck up about things he has no idea about. And learn to spell, or at least learn how to use the spell-checker. Troll.
Now who's using unnecessary and excessive profanity? go pick up some dictionary young man...
Having a title does not make it a fact. You have even commented on it yourself. Are you a hypocrite? Yes or no?

My usage of profanity was necessary and once in a medium-length rant is hardly what you could call excessive..
Raghna wrote:Trolling
Who gives a shit.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: New map : FolsomDamSpecial

Post by luckywaldo7 »

TradeMark wrote:learn to make your fucking mods correctly.
Translates to:
TradeMark wrote:make it like BA or it is wrong
As much as I don't want to get sucked into the the general trolling that this thread has undeservedly fallen into, I am so tired of everyone assuming that BA is the only game in spring.

I mean, if the map is designed to play for BA that is fine, but wake up already and realize that a game isn't broken simply because it doesn't do things the way BA does.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New map : FolsomDamSpecial

Post by smoth »

smoth wrote:Spring auto assigns units to groups like kbot, hover etc... learn to mod before you talk out of your ass.


none of this matters as arturri is going to add the typemap as a map option so quit yer bitchin.
I am going to quote this part...
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New map : FolsomDamSpecial

Post by SirArtturi »

luckywaldo7 wrote: As much as I don't want to get sucked into the the general trolling that this thread has undeservedly fallen into, I am so tired of everyone assuming that BA is the only game in spring.

I mean, if the map is designed to play for BA that is fine, but wake up already and realize that a game isn't broken simply because it doesn't do things the way BA does.
Exactly. Please stop derailing this thread. I want nice and clean suggestions.

Trademark: You are right about the stretching, however im more concerned about the yellow lines being stretched. I think ill try to fix them a bit for next release...

Now, lets move on to other things. No more typemap discussion. Typemap discussion goes elsewhere. Moderators needed here please...
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Typemap rant thread.

Post by Neddie »

I personally believe that typemaps - if able to be disabled via Map Option - belong in the hands of mappers simply because game developers and modders seldom work closely enough with mappers to anticipate all useful possibilities. Furthermore, predefining typemap options at a game or mod level will make it difficult to make single maps which cater to multiple content packages and seek to utilize the typemap, without rendering any great benefit of any sort.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Typemap rant thread.

Post by Argh »

how the fuck would you give speedboosts by mod side for specific maps? umpossible.
100% Possible, but needs next version of Spring. It's coming, basically.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Typemap rant thread.

Post by Satirik »

Argh wrote:
how the fuck would you give speedboosts by mod side for specific maps? umpossible.
100% Possible, but needs next version of Spring. It's coming, basically.
you don't even understand what he means
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Typemap rant thread.

Post by Argh »

I thought he meant what he said... altering typemap effects specifically for a given mod or game, assigning areas to a specific typemap, altering things during play, etc.

For example, you could easily write a Gadget that provided an all-map speed boost to TANK movetype on flat areas, so that mappers don't have to do that manually any more.

Or, if you wanted to nullify typemaps that screwed up your gameplay, you could very easily auto-fix that problem. If that's not what he meant, all right, but that's what it looked like, and I was hoping to calm down the raeg by explaining that this is only a problem until the next release (and mods / games build such tools, ofc). If a map exists where it's "not right" due to typemaps, that's fixable, basically.

Just as one example of novel uses, I have a "slow" weapon in P.U.R.E. 1.3 that causes Units traveling through the area to slow down while in the zone, and roads actually cause typemap changes now, so wherever a World Builder road is, TANK-types automatically move faster.

Anyhow, if that's not addressing the problem, sorry, I thought it was. I was surprised there was so much raging about this, so I thought it would be nice to tell people that a fix is coming, for games that want to address these issues.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New map : FolsomDamSpecial

Post by Forboding Angel »

For the visually impaired...
smoth wrote:
smoth wrote:Spring auto assigns units to groups like kbot, hover etc... learn to mod before you talk out of your ass.
I am going to quote this part...
Typemaps always have been, and always will be a shitty idea. Spring already adjusts speed according to terrain. If you can't design your map so that it has natural benefits for units moving along a specific path, then you're doin it rong.

Road to War remake. Anyone remember why we stopped playing the original? Because of the dman stupid typemap. The new one doesn't have a typemap, but units stick to going on the roads. Figure that one out, and you'll understand how to map without needing a typemap.
Last edited by Forboding Angel on 13 Jan 2010, 19:38, edited 1 time in total.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Typemap rant thread.

Post by TradeMark »

spring changes speed slower only for high slopes >_> and i fucking hate that. it slows down WAYYY too much.

what if the road is fucking good for tanks... which have wheels... then ofc they can move faster there.

maybe fix spring first if typemaps are causing that horrible bugs? or just learn to make typemaps correctly?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Typemap rant thread.

Post by Forboding Angel »

TradeMark wrote:maybe fix spring first if typemaps are causing that horrible bugs? or just learn to make typemaps correctly?
Says the non-mapper to the experienced mapper... That's rich :lol:

Also, spring doesn't only slow down on uphill slopes. YOu have to learn to use your eyes and not only f2.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Typemap rant thread.

Post by Satirik »

typemap allows mapper to make interesting things it should just be improved so the mod has more control over it
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Typemap rant thread.

Post by smoth »

correct. The unit type should be controlled by the mod. IE if I want gundam hovers to not be included in the "hovers" category for typemap reasons, why not allow me to designate them as "ghover"?

I cannot.

that is how it works.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: New map : FolsomDamSpecial

Post by Satirik »

Satirik wrote:indeed the mod should control what unit is affected by what typemap but both map and mod should control the speed, i mean, if typemap is "road *5" and mod unit peewee has "road *0.5" then peeween speed on road will be 2.5 time faster ... and if peewee has no road special speed then it should not be affected by "road" typemaps
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Typemap rant thread.

Post by KaiserJ »

the one thing that kind of bugs me about typemaps... there needs to be some sort of balance to how they are applied; adding a typemap for vehicles to move faster makes them OP on that specific map unless there is also a an area of typemap to make them slow down...

DsD might make a little more sense if vehicles got a movement penalty on the north area...

am i completely wrong in this? just seems to me there are ways to add a typemap without completely borking balance.

oh and units will always take the "road" if its completely flat and have to travel a fair distance along otherwise uneven terrain; i was pleasantly surprised when i discovered this.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Typemap rant thread.

Post by TradeMark »

Forboding Angel wrote:Also, spring doesn't only slow down on uphill slopes. YOu have to learn to use your eyes and not only f2.
AFAIK "high slope" = uphill/downhill.

YOu have to learn to use your eyes eheheh...
smoth wrote:correct. The unit type should be controlled by the mod. IE if I want gundam hovers to not be included in the "hovers" category for typemap reasons, why not allow me to designate them as "ghover"?

I cannot.

that is how it works.
make them airplanes instead...? learn to fucking lua your fucking units already... use lua! lua lua lua!!!!
Post Reply

Return to “Map Creation”