So, I'm making my first map...
Posted: 01 Mar 2010, 04:54
And I've gotten some stuff done. I used Beherith's WIC editor texture/height mapping guide. That was all great.
The map that I'm making is just a rough draft, really. I didn't want to do a whole bunch of work tweaking the map only to find out that I did something incorrectly. But I got the general layout.
Oh, and a general question about the WIC editor. The scale in the editor is 0-128, but in spring we can obviously go further both negatively and positively. How do I know what the scale will be when I transfer over to spring? Will 1 in WIC equal 5 in spring or what?
However, I'm rather stuck now. Here's what I have so far for a 16x16 map (you can open all of these with GIMP):
-A 8192x8192 .xcf full texture map:
http://www.filedropper.com/compilation
-A 512x512 .tga small texture map:
http://www.filedropper.com/texturemap
-A 513x513 .tga height map (greyscale, 1 layer):
http://www.filedropper.com/heightmapimage
-A 512x512 .tga metal map (6x6 pixel squares of 255 red) I'm aware this should be 1024x1024 for a 16x16 map, so I can change it later.:
http://www.filedropper.com/metalmap
A .png screenshot of the map from above and from within the WIC editor just so you know what it would ideally look like:
http://www.filedropper.com/aboveview
I was trying to move on, but I've run into several walls. First, a lot of the stuff on the wiki is either A) outdated or B) links to outdated things
I went looking around and found Beherith's up-to-date mapconv, and it specifies things differently than what's in the wiki.
Feature Map
So, I haven't made a feature map yet because I don't know what is right and what is wrong. I read something about 0-255 blue being grass, green being trees, and I think 0-254 red being features. What is correct?
Also, what's with fs.txt? I put a list of features in there, but where do I get the names from? I've looked at a feature pack of 28 trees, and there were a bunch of items in the objects3d folder. Would the objects3d folder reside in my mapconv folder? Then, would I put fs.txt in mapconv? Would I simply take the names in the objects3d folder and list them in fs.txt?
From what I read, the top of the list is 254 (or 255? not sure) red, and it goes down as you go down the list.
Also, should the background of my feature map be black or white?
MapConv Compiling
I've since then found Beherith's new mapconv. I ran the example.bat and I'm looking at a bunch of things.
I see a bunch of different command extensions for the maps where I can specify all sorts of fun things like min/max map height and such.
Now, my guess is that I have to make a .bat file where I specify all this stuff. I can't really tell how to use MapConv.exe.
Honestly, this whole mapconv thing confuses me completely despite what I've read.
SMD Compiling
I also know that I have to take the .smf file that is generated and then make it into a .smd file by writing a program. I've seen stuff that looks like the stuff here: http://springrts.com/wiki/Maps:SMD However, I haven't got a clue how to make that work. Do I just copy that stuff into a text file, edit whatever parameters I'd like, rename it .bat, and then run it? I really don't know.
Thanks for any help.
EDIT: If you're curious about the map that I'm making, I'll tell you about the idea behind it. Theoretically, anything with a deep blue texture on the map is deep water. You can build any sea building in those pools.
Where there is water but still sand texture, anything can walk through it and a large number of things can fire while standing in it. You can build harpoons, floating lasers, etc...but no factories. So the shallow pools aren't really obstacles so much as different types of terrain, whereas deep water is a true block to anything not amphib.
Here are a few of the goals I had in mind:
-encourage and reward the use of innovative strategy
-encourage moderate mobility rather than porcing
-make it difficult or at least a bad idea to porc up a portion of the map, but easy to make small offensive/defensive outposts
-Allow and support many methods of attack (veh, kbot, seaplane, hovers, ships)
-mexes under the water in various pools
-regarding choke points, have a few...but not too porcable
-make starting positions have an average amount of metal when compared to the map as a whole
-encourage seaplane usage by putting mexes underwater. seaplanes are the only way to upgrade underwater mexes in shallow pools, and the only way that makes sense in the deep pools (who's going to build a T2 shipyard in a small pool? They might, but it won't be common)
-make tidal somewhat poor because pools do not flow much...around 10-13
-make wind very good around 10-25 because there is very little room on land to build
-DISCOURAGE THE USE OF T2 SHIPS - too powerful vs land units - done by very small deep poles
-Allow and slightly encourage the use of T1 ships if they invest M into a shipyard (so you building the shipyard is good defensively, but not offensively)
-the terrain should be largely flat, with mountains/hills being exceptional features
-reward players for doing things that they normally wouldn't want to do! (seaplanes, hovers, using ships to fight against land, etc)
-emphasize the utility of aquatic features on a mostly land map
I would also have a fairly large number of trees near the central pool to encourage players to mobilize fairly quickly. There is more land in the middle of the map than anywhere else, so hopefully that also gets people out front ASAP because otherwise expansion will be very difficult.
The cliffs are a sort of built in balance. The idea is that even if you lose the land in front of you (between the cliff and the pool in the center of the map), you can still clear out enemies by firing down from the cliff. So while you may have lost your half of the center, the enemy will not have gained your half. Thus you don't totally lose the game if you lose your center portion.
So, I've been making something along those lines. Ideally the map would be for 4v4, though 6v6 could be comfortable, and 8v8 would be a tight squeeze.
At the moment, I'm not even sure if the terrain is very navigable, but that'll come later in the tweaking when I figure out that I've done some of the first steps correctly.
The map that I'm making is just a rough draft, really. I didn't want to do a whole bunch of work tweaking the map only to find out that I did something incorrectly. But I got the general layout.
Oh, and a general question about the WIC editor. The scale in the editor is 0-128, but in spring we can obviously go further both negatively and positively. How do I know what the scale will be when I transfer over to spring? Will 1 in WIC equal 5 in spring or what?
However, I'm rather stuck now. Here's what I have so far for a 16x16 map (you can open all of these with GIMP):
-A 8192x8192 .xcf full texture map:
http://www.filedropper.com/compilation
-A 512x512 .tga small texture map:
http://www.filedropper.com/texturemap
-A 513x513 .tga height map (greyscale, 1 layer):
http://www.filedropper.com/heightmapimage
-A 512x512 .tga metal map (6x6 pixel squares of 255 red) I'm aware this should be 1024x1024 for a 16x16 map, so I can change it later.:
http://www.filedropper.com/metalmap
A .png screenshot of the map from above and from within the WIC editor just so you know what it would ideally look like:
http://www.filedropper.com/aboveview
I was trying to move on, but I've run into several walls. First, a lot of the stuff on the wiki is either A) outdated or B) links to outdated things
I went looking around and found Beherith's up-to-date mapconv, and it specifies things differently than what's in the wiki.
Feature Map
So, I haven't made a feature map yet because I don't know what is right and what is wrong. I read something about 0-255 blue being grass, green being trees, and I think 0-254 red being features. What is correct?
Also, what's with fs.txt? I put a list of features in there, but where do I get the names from? I've looked at a feature pack of 28 trees, and there were a bunch of items in the objects3d folder. Would the objects3d folder reside in my mapconv folder? Then, would I put fs.txt in mapconv? Would I simply take the names in the objects3d folder and list them in fs.txt?
From what I read, the top of the list is 254 (or 255? not sure) red, and it goes down as you go down the list.
Also, should the background of my feature map be black or white?
MapConv Compiling
I've since then found Beherith's new mapconv. I ran the example.bat and I'm looking at a bunch of things.
I see a bunch of different command extensions for the maps where I can specify all sorts of fun things like min/max map height and such.
Now, my guess is that I have to make a .bat file where I specify all this stuff. I can't really tell how to use MapConv.exe.
Honestly, this whole mapconv thing confuses me completely despite what I've read.
SMD Compiling
I also know that I have to take the .smf file that is generated and then make it into a .smd file by writing a program. I've seen stuff that looks like the stuff here: http://springrts.com/wiki/Maps:SMD However, I haven't got a clue how to make that work. Do I just copy that stuff into a text file, edit whatever parameters I'd like, rename it .bat, and then run it? I really don't know.
Thanks for any help.
EDIT: If you're curious about the map that I'm making, I'll tell you about the idea behind it. Theoretically, anything with a deep blue texture on the map is deep water. You can build any sea building in those pools.
Where there is water but still sand texture, anything can walk through it and a large number of things can fire while standing in it. You can build harpoons, floating lasers, etc...but no factories. So the shallow pools aren't really obstacles so much as different types of terrain, whereas deep water is a true block to anything not amphib.
Here are a few of the goals I had in mind:
-encourage and reward the use of innovative strategy
-encourage moderate mobility rather than porcing
-make it difficult or at least a bad idea to porc up a portion of the map, but easy to make small offensive/defensive outposts
-Allow and support many methods of attack (veh, kbot, seaplane, hovers, ships)
-mexes under the water in various pools
-regarding choke points, have a few...but not too porcable
-make starting positions have an average amount of metal when compared to the map as a whole
-encourage seaplane usage by putting mexes underwater. seaplanes are the only way to upgrade underwater mexes in shallow pools, and the only way that makes sense in the deep pools (who's going to build a T2 shipyard in a small pool? They might, but it won't be common)
-make tidal somewhat poor because pools do not flow much...around 10-13
-make wind very good around 10-25 because there is very little room on land to build
-DISCOURAGE THE USE OF T2 SHIPS - too powerful vs land units - done by very small deep poles
-Allow and slightly encourage the use of T1 ships if they invest M into a shipyard (so you building the shipyard is good defensively, but not offensively)
-the terrain should be largely flat, with mountains/hills being exceptional features
-reward players for doing things that they normally wouldn't want to do! (seaplanes, hovers, using ships to fight against land, etc)
-emphasize the utility of aquatic features on a mostly land map
I would also have a fairly large number of trees near the central pool to encourage players to mobilize fairly quickly. There is more land in the middle of the map than anywhere else, so hopefully that also gets people out front ASAP because otherwise expansion will be very difficult.
The cliffs are a sort of built in balance. The idea is that even if you lose the land in front of you (between the cliff and the pool in the center of the map), you can still clear out enemies by firing down from the cliff. So while you may have lost your half of the center, the enemy will not have gained your half. Thus you don't totally lose the game if you lose your center portion.
So, I've been making something along those lines. Ideally the map would be for 4v4, though 6v6 could be comfortable, and 8v8 would be a tight squeeze.
At the moment, I'm not even sure if the terrain is very navigable, but that'll come later in the tweaking when I figure out that I've done some of the first steps correctly.