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badosu

Balanced Maps mod

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This is a set of maps with balanced resources intended for competitive gameplay.

Maps:

- Balanced Mainland

- Balanced Hyrcanian Shores
- Wrench

- Cross

- Britannic Road

Download on 0ad mod downloader (0.18.0) or latest stable release on https://0ad.mod.io/balanced-maps

Github - https://github.com/badosu/badmod/
 


 

1v1 Balanced Mainland

Spoiler

288744142_Screenshotfrom2020-02-2311-26-10.thumb.png.cedd55a1fc5e5e628194b6391552180d.png



4v4 Balanced Mainland

 

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1659490804_Screenshotfrom2020-02-2311-25-29.thumb.png.5180c2ce95d5235dec375975ae62b428.png

New map Wrench
 

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1069502432_Screenshotfrom2020-02-2518-12-19.thumb.png.9deccc0352d581268a95ca8a7e8ee0ce.png

New map Cross

 

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1237360642_Screenshotfrom2020-02-2910-25-14.thumb.png.369461028d47c438c714f72d5ea718a0.png

Balanced Hyrcanian Shores (optimized for medium 1v1)
 

Spoiler

Screenshot from 2020-02-29 17-30-05.png

 

Britannic Road

 

Spoiler

britannic_road.png



 

Edited by badosu
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 1:23 nygha did you just say what i was trying to say but better?! 

i think its bit of an overkill but its good.waay better than the usual mainland in terms of balance.

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I think that It's nice to balance things out, but I've always liked the rng in popular maps such as Mainland (more berries, closer trees etc.) Also I feel like there aren't enough trees now, but this looks quite nice so good job!

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Thanks!

Yes, after looking at @Feldfeld's Brittanic Road I'm definitely porting the random food generator as soon as I'm able to figure out how to balance the fauna for each biome (it only works for deer biomes currently).

With regard to the trees, these maps were optimized for very specific settings on competitive gameplay (mainland small; cross, wrench and hyranian medium). The wood generator is still the default one, the reason why the trees seem to be few is that some maps have boundaries which prevent them to be spawned. I also had to get rid of straggler trees in cc range to avoid the fig/apple trees to provide additional food.

That said, for small sizes I increased the wood multiplier. Unfortunately given the random nature of the default wood generator it still can provide a lot of imbalance that can not be fixed by it, fixing that is beyond my abilities/priorities at the moment.

Edited by badosu

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Done proof of concept, it is a behemoth of complexity and brute force, but should cover all biomes. It makes some assumptions on gameplay for each biome (e.g. huge food is possible in some biomes but much rarer while savannah, desert and snowy have greater amounts) so feedback is appreciated.

It also introduces the concept of straggler fauna, which is close to cc enough to be usable but not in quantities to make farmstead worth. It exists to help with fauna calculations but may also may be an interesting factor in gameplay. I also allow for the possibility of a single patch of berries or small hunt to exist but it also has a 50% chance of having no extra food at all if food to be placed is 600 or lower.

I also slightly reduced the distance from ccs in mainland so that small has a bit of backside and made mineral positions vary more widely.

cc @ValihrAnt @Feldfeld

balanced-maps.pyromod

Edited by badosu
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26 minutes ago, badosu said:

possible in some biomes but much rarer while savannah, desert and snowy have greater amounts) so feedback is appreciated.

The best is use eyecandy stuff , like buildings to loot , treasures with food.

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if you are in a polar area the ideal is fishing like the Eskimos do.

currently there are no such variants of fishing or obtaining resources attacking villages that live on the ice (Gaia).

 

In the desert there should be caravans to plunder and vast treasures of food.  the rich merchants of the deserts seem to me a good booty along with their tents.

 

 

hqdefault.jpg

 

 

498e810aef2c408a4cf755ebf399ab31.jpg

Edited by Lion.Kanzen

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I see, this seems to be out of the scope for the current effort though. I could imagine a set of textures and triggers on a custom map that could implement these ideas though, if easy to be ported and fair enough could even make into competitive maps.

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New development version, only works for mainland, several fixes from Feld and Valihs feedback:

- Maximum 3 extra berries
- Default gen eles must be farther from cc
- Improve grouping of hunt

balanced-maps.pyromod

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New development version, several fixes from Feld and Valihs feedback:

- Fix fauna/flora spawning on iber walls
- Use areas to generate food, tks for the steal Feld
- Create new AnnulumPlacer for disk with a hole
  - Does not scan whole map as DiskPlacer
  - It seems avoidClasses distance is not exactly equal to the distance of the placer, so avoidClasses is not a suitable 'hole'
- Spawn minerals on whatever angle from player position
- Port to Wrench

 

balanced-maps.pyromod

Edited by badosu
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New development version, first release candidate:

- Port minerals and food generator to all balanced-maps
- Fix inconsistent fish generation on cross

 

balanced-maps.pyromod

Edited by badosu

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New development version, second release candidate:

- Bump to 0.18.0
- Introduce compatibility checker so users on vanilla and incompatible versions can't enter game if balanced-map is being hosted

balanced-maps.pyromod

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