HexFarm - Dynamically generated map (Also random)

HexFarm - Dynamically generated map (Also random)

Moderator: Content Developer

Post Reply
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

HexFarm - Dynamically generated map (Also random)

Post by zwzsg »

This is a new map, mainly intented for Kernel Panic (but should work with any mod). This map is generated and rendered with Lua. This way I can draw properly textured vertical cliff, bridges and bottomless pit. And because it's dynamically generated, the map layout can be changed! There's a dozen map options to tweak the map generation. It default to randomized values.

HexFarm: http://springfiles.com/2908



Pictures:

Image

Image

Image

Download link: http://springfiles.com/2908


Map Options:
  • The first map option is a tickbox make the Lua ignore every other map option and use randomised values instead.
  • The second map option let you have a team colored texture. A tower is considered owned by a team when it has atop a finished structure of at least 3x3.

    Image
  • The third map option let you specificy a bounding shape for the map.

    Image Image Image Image Image Image

    Circle is rarely different from hexagon.
    Rectangle uses the map size, giving it irregular edge.
  • The fourth map option only make sense when the fifth is ticked, it offsets the lattice or not. Compare:

    Image Image
  • The fifth map option is to remove 25% of the towers, making the map less crowded. Compare:

    Image Image
  • The other map options should be self explanatory.


Start Positions:

- Fixed Start Pos place Gaia in the center, then place other team one by one, each the farthest away from other teams.
- Random Start Pos pick a random offset direction, then place each team in its own pie slice.
This mean that, for a given map layout, fixed start pos are always placed on the same place, even if you add or remove teams.
This mean that, for a fixed map layout, random start pos will be different each time you start the game.
This also mean that random start pos might not be placed on the map extremities.
If you have more teams than towers, then it start placing more than one team per tower, evenly spaced at half the tower radius.


Download Link:

http://springfiles.com/2908
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: HexFarm - Dynamically generated map (Also random)

Post by Neddie »

Excellent work, I hope to test it out some time when I'm not at the office!
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: HexFarm - Dynamically generated map (Also random)

Post by Jazcash »

This is an innovation in Spring mapping, I salute you sir.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: HexFarm - Dynamically generated map (Also random)

Post by BaNa »

holy shit man, awesome!
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: HexFarm - Dynamically generated map (Also random)

Post by KaiserJ »

awesome!
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: HexFarm - Dynamically generated map (Also random)

Post by knorke »

now being hosted :shock: :shock: :shock:
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: HexFarm - Dynamically generated map (Also random)

Post by Beherith »

Sweet stuff, zw, mind if I steal some if this exceptional lua?
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: HexFarm - Dynamically generated map (Also random)

Post by zwzsg »

The lua in HexFarm in is not reusable, it was made specifically for that map and can't do much else.

If you want to steal my dynamically generated map Lua, take the Balladium gadget from BASP_V713z165.sd7 (check "Map Hijack" mission in esc-key menu in that BASP to see what it does).
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: HexFarm - Dynamically generated map (Also random)

Post by luckywaldo7 »

This map blows my mind with awesomeness, now I have a reason to play KP more regularly.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: HexFarm - Dynamically generated map (Also random)

Post by BaNa »

the only way i could describe how much fuckwin there is in this map would involve me visiting whoever is reading this comment IRL, taking them out and hiring a group of very hot prostitutes to pleasure them WHILE CHUCK NORRIS WRESTLES A SNAKEIGATOR-SHARK MUTANT HYBRID IN THE BACKGROUND.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: HexFarm - Dynamically generated map (Also random)

Post by zwzsg »

Bugs:
  • Minimap is background is ugly. See http://springrts.com/phpbb/viewtopic.php?f=23&t=24763
  • Features (such as walls) and map markers are invisible until you press F1 (but stay when you press F1 back).
  • Selection squares don't show. So I recommand using a widget such as this.
  • For some, units are black, switching off unit reflectivity was said to fix.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: HexFarm - Dynamically generated map (Also random)

Post by bobthedinosaur »

that is pretty fucking cool
Post Reply

Return to “Kernel Panic”