Community Mapping

Community Mapping

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

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Neddie
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Community Mapping

Post by Neddie »

At this point, most of us make maps based on our own desires and interests, and others - of depleted inspiration - simply wait for the next idea to come along.

However, I have to ask, what sort of maps do the players desire right now? I ask individual players for what they desire to play on, but I've never asked a larger audience, so...

What do we actually want to play on that we cannot already!
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AF
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Post by AF »

We've yet to have a basic set of good quality maps that does the whole basic geometry thing.

For example the only 3way map we have of any quality that hasnt got issues is desert triad for which vehicles are a nono with the hills. All the other maps are too low quality/old, gigantic map filesize, or have issues.

For example foreboding has an alright looking map thats 3 way but me tombom and KDR tried gundam on it and KDR had little flat terrain to build with and the game fell apart.

There's also an old port of evad river confluence by das bruce but it was when he was starting out with mapping, and we hadnt made many maps, and we've come so far since then that it doesnt really compare.

Theres no solid 4 way corner map, the nearest is castles which has high emtal and awkward mex radii.

There're no all water maps

All our current maps seem to follow either the speedmetal chokepoint end to end route, ro the asymetrical mishmash route thats then balanced and made pretty
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Neddie
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Post by Neddie »

I'm working hard on a little three way already, possibly with some LUA magic and my as-yet unseen metal patch textures tossed in.
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Neddie
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Post by Neddie »

All water maps are an interesting idea, but I can't think of a game which would use them well aside from... well, Fissure or the as-yet unreleased TA-Battlefleet. I might just make a few textures for the ocean floor and run one out - but I'm not sure it will compile correctly.

I hear you on the four-way, though you may want to try Crux De Agua. Anyway, I'll be building on what I learned making that for a six way map of similar but more complex design later, and might revisit the four way corner concept.
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AF
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Post by AF »

OTA had allwater maps
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Neddie
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Post by Neddie »

Alright, if you don't want me to implement LUA-based rain, which could take me a while, I may be able to give you a small high quality three-way map in six hours. I have a lot of other work to do, but I'll be able to make about thirty minutes for it somewhere. If you want to wait for the rain, it will be much longer.
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Neddie
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Post by Neddie »

AF wrote:OTA had allwater maps
Alright, well, I'll try a few then.
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smoth
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Post by smoth »

af, I did a 3 way map :(
pintle
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Post by pintle »

What is it smoth? I only ever play FFA on desert triad, and am getting more than a little sick of "lol air con reclaim rush".

More 3 player ffa maps would be a very good thing imo.

A minor gripe i have (probably not immediately apparent in BA) is that the majority of the 1v1 maps i am aware of have extremely high mex rates (for eg 2.3 on red comet) I would really appreciate a similarly proportioned map with about half the metal on it.

These following requests are probably not shared by many other springers:

The cold place remade double the size, or a similar flat, high wind map with lakes dotted around.

"Challenger" *the* 1v1 map from starcraft
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Pressure Line
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Post by Pressure Line »

Cliffdown. 3 way map, and its awesome.
pintle
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Post by pintle »

cliffdown is ~ok~ but its kinda first person to get plasma on their hill wins, as the others can't keep a geo up. It also has horrible mex radius
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KingRaptor
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Post by KingRaptor »

Right now what I'd really like is something that's like SSB, but with more landmass (and thus less porcy).

I'm thinking of a nice green grassy plain with a meandering river flowing into a shining blue bay. With a lighthouse on a hill.
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Pressure Line
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Post by Pressure Line »

KingRaptor wrote:Right now what I'd really like is something that's like SSB, but with more landmass (and thus less porcy).

I'm thinking of a nice green grassy plain with a meandering river flowing into a shining blue bay. With a lighthouse on a hill.
theres always tangerine. or hovercraft.
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AF
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Post by AF »

I always thought of your 3 way map as a little too gundam-esque for say BA/XTA, as to get from player 1 to player 3 I have player 2s base in the way. Naturally the way the map is laid out, the player in the middle land mass is doomed.
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smoth
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Post by smoth »

pintle, GRTS_rivervalley.
imbaczek
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Post by imbaczek »

KingRaptor wrote:Right now what I'd really like is something that's like SSB, but with more landmass (and thus less porcy).

I'm thinking of a nice green grassy plain with a meandering river flowing into a shining blue bay. With a lighthouse on a hill.
try skoor battleground. it's not green and doesn't have a lighthouse, but it is quite similar to SSB in that it has two quite big pools of water and a landmass in the middle, but is less porcy. somewhat less.
Saktoth
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Post by Saktoth »

A decent 1v1 water map. I cant stand coat-2-coast and sands of war is getting tiresome. Whats more, neither of them have sea metal so there is a huge missing element.

Id like more small 8x8 1v1 maps in general actually, if you are going to play 1v1's you need variety.

What id also like is just maps that have reasonable metal placement. 90% of maps out there have absurd fractal cloud metal maps, or have too much metal, or none at all. Its a real shame that there are so many could-be-decent maps out there ruined by poor metal.

While on the topic, a lot of maps also have terrible wind rates as well that are far too high and promote greenfielding. A minimum above 3 or a max above 20 is just too high.

You know what would be really, really nifty. If someone could use the terrain deformation lua junk to create a random map, which is different every time you play it.
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Neddie
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Post by Neddie »

My three-way, a 10v10 which should work for 1v1 play as well, is about 60% done. Two sea maps are about 25% done as well.

I would have been done, but I had some power issues last night.
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Maelstrom
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Post by Maelstrom »

Image

This would be an interesting map to try. Basically, the way the hills are set out not only encourages, but forces nomadic gameplay. Each hill would be in range of the majority of the next hill for longish range guns (eg. guardian), so theres no where to hide. You cant fortify yourself in to a hole, as the enemy can always get you from behind. But this plays both ways, you can also chase your enemy around. If the map played how I think it might be played, players would fight around the ring, moving their bases as they slowly lose hills.

Ive got no idea if this would work at all, but it would definitely be an interesting experiment.
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smoth
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Post by smoth »

maelstrom, you cannot be nomadic, you have to have some basic buildings to support unit construction. We have no mobile factories.. yet.
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