Requests
Moderator: Moderators
Requests
I need some basic maps for AI testing, although some would be quite interesting to play on, if anyone can help, it'd be of a lot of use to me, and I'd be very happy =]
1 Big square
Nice flat map, regularly placed metal extraction spots in a nice uniform grid. Not too many or closely spaced, there should be jus as many spots as normal. There should be an extra 2 spots in each corner for the AIs. Ideally large enough for a 4v4
2 The Strip
A map 2 high, and as wide as is technically possible under the engine. No notable heightmap features, possibly in the style of comet catcher/moonq10/moonq20 or greencomet basic. Metal extraction points placed throughout the strip, though not in clumps.
I'd like this so that the only clumps are 2 sets of 3 metal spots at either end of the map for a 2v2, and a geothermal at every third of the way along.
3 Figure Eight
Same as number 1, but metal extraction points are arrange in a pattern of some kind, such as a figure of eight. I have a handful of theories regarding gameplay and AIs, and having a map where there is a very tightly confined and definable pattern on the metalmap or placement of resources would help validate or dispute these theories. Note that any figure of eight should not be a string of metal points literally place don a figure of eight, but draw an imaginary figure of eight and dot them around the lines but still recognizable, with clear empty spaces.
An alternative would be a wiggle. A diagonal line across the map with 2 large bends in it would be possibly a far better demonstration. There should be no raised terrain or water influencing the gameplay, and outside the bend or figure eight should be open terrain with no resources blockages, reclaimable resources, or height deviations.
4 The FFA map
Comet catcher is a good map to test AI, but it lacks any variety in height and it has no water. Something similar to cometcatcher, but extended out at the sides with hills in a circle, and then a waters edge making the map an island, would allow for comet catcher style tests, aswell as extra varied terrain, and testing of hovercraft and shipyards
10 cookies to the author of each map.
1 Big square
Nice flat map, regularly placed metal extraction spots in a nice uniform grid. Not too many or closely spaced, there should be jus as many spots as normal. There should be an extra 2 spots in each corner for the AIs. Ideally large enough for a 4v4
2 The Strip
A map 2 high, and as wide as is technically possible under the engine. No notable heightmap features, possibly in the style of comet catcher/moonq10/moonq20 or greencomet basic. Metal extraction points placed throughout the strip, though not in clumps.
I'd like this so that the only clumps are 2 sets of 3 metal spots at either end of the map for a 2v2, and a geothermal at every third of the way along.
3 Figure Eight
Same as number 1, but metal extraction points are arrange in a pattern of some kind, such as a figure of eight. I have a handful of theories regarding gameplay and AIs, and having a map where there is a very tightly confined and definable pattern on the metalmap or placement of resources would help validate or dispute these theories. Note that any figure of eight should not be a string of metal points literally place don a figure of eight, but draw an imaginary figure of eight and dot them around the lines but still recognizable, with clear empty spaces.
An alternative would be a wiggle. A diagonal line across the map with 2 large bends in it would be possibly a far better demonstration. There should be no raised terrain or water influencing the gameplay, and outside the bend or figure eight should be open terrain with no resources blockages, reclaimable resources, or height deviations.
4 The FFA map
Comet catcher is a good map to test AI, but it lacks any variety in height and it has no water. Something similar to cometcatcher, but extended out at the sides with hills in a circle, and then a waters edge making the map an island, would allow for comet catcher style tests, aswell as extra varied terrain, and testing of hovercraft and shipyards
10 cookies to the author of each map.
Re: Requests
number 4 looks like deltasiege island to me
Re: Requests
A little, what Im really interested is the ribbon/figure eight map and the great big strip.
The other difference with 4 is that the starting positions are on the original map in the middle, and the hills are on the outside, along with the water.
The other difference with 4 is that the starting positions are on the original map in the middle, and the hills are on the outside, along with the water.
Re: Requests
ur not doing it right, you need to make some fake contests
Re: Requests
If I had the time and knowhow I wouldnt be asking lol
Why dont you start a contest for me?
Why dont you start a contest for me?
Re: Requests
it would take you 5mins to learn how to make maps.
heres my simple guide:
http://mapinfo.adune.nl/map_making_guide.php
and since all you need is just a heightmap, its even easier, you dont even need to make any good graphics, 1 color map would be enough.
heres my simple guide:
http://mapinfo.adune.nl/map_making_guide.php
and since all you need is just a heightmap, its even easier, you dont even need to make any good graphics, 1 color map would be enough.
Re: Requests
Oh the tdfs I know, but I dont want a single colour map, I want a map that doesn't suck balls
Re: Requests
you do it for your AI's, your AI's doesnt care. (unless you made them that good...)
Re: Requests
Those amps have other uses, and of course I have to show those maps with my AI on them to people at university. If I make the map plain blue, they will ask why si it plain blue and pull faces like they did with the lime green greenfields
Re: Requests
you make your heightmaps, I'll pass them through WICed and give you the texturemap.
Re: Requests
I'd do it, but you want metal spots.
Rewrite the AI so that it can seek Lua-defined locations and do a Lua-defined action when it gets there, and I'll get it done, pretty and all.
Rewrite the AI so that it can seek Lua-defined locations and do a Lua-defined action when it gets there, and I'll get it done, pretty and all.
Re: Requests
why cant you just use my DeltaSiege_Island_8_Way map ? it has everything you need...
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Re: Requests
http://www.springfiles.com/show_file.php?id=453AF wrote:1 Big square
Nice flat map, regularly placed metal extraction spots in a nice uniform grid. Not too many or closely spaced, there should be jus as many spots as normal. There should be an extra 2 spots in each corner for the AIs. Ideally large enough for a 4v4
A bit bigger, but imho way more realistic for testing.
Re: Requests
Boost the metal upto cometcatcher/DSD levels and you're good to go
Re: Requests
The only mod that implements such an API for AIs is Imperial Winter, which of course is off limits.Argh wrote:I'd do it, but you want metal spots.
Rewrite the AI so that it can seek Lua-defined locations and do a Lua-defined action when it gets there, and I'll get it done, pretty and all.
Re: Requests
1944 has that as well, I believe.
Re: Requests
I remember playing on a map that was really wide very narrow. Unfortunatly i cant find it on springfiles, cant see it when looking at the large nor the very small maps. I do _not_ mean this one: http://www.springfiles.com/show_file.php?id=467 because this one has hills up on the side.
Maybe someone else remembers the name because I am 100% sure it has already been done.
ffa map with water around:
Maybe look at the ffa island remake of DSD?
big square:
wide open combat maybe? There are some obstacles and the metalmap does not use dots but fields. Its 24x24 or something.
Maybe someone else remembers the name because I am 100% sure it has already been done.
ffa map with water around:
Maybe look at the ffa island remake of DSD?
big square:
wide open combat maybe? There are some obstacles and the metalmap does not use dots but fields. Its 24x24 or something.
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- Posts: 179
- Joined: 17 Jul 2007, 00:52
Re: Requests
AF, You could use SME and KaiserJ's Tileset to rapidly create a map you like, without it sucking right away 
(Hm, I should add size options up to 64x64 (and give a warning if size in squaremeters is larger than 32x32...))
Especially 'the strip' will be a 10 minute job.

(Hm, I should add size options up to 64x64 (and give a warning if size in squaremeters is larger than 32x32...))
Especially 'the strip' will be a 10 minute job.