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badosu

Balancing Advisors
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Posts posted by badosu

  1. Awesome! Unfortunately it seems the SmoothElevationPainter tries to return elevation to base creating a kind of a hill instead of a ramp, this was my attempt using it:

     

    Spoiler
    
    const heightTop = 20;
    const lowlandsWidth = fractionToTiles(0.4);
    const rampWidth = fractionToTiles(0.1);
    const elevationPainter = new ElevationPainter(heightTop);
    const rampPainters = [
      new TerrainPainter(tCliff),
      new SmoothElevationPainter(ELEVATION_SET, heightTop, 20),
      new TileClassPainter(clRamp)
    ];
    
    createArea(
      new RectPlacer(new Vector2D(halfMapSize + lowlandsWidth / 2 + rampWidth, mapSize), new Vector2D(mapSize, 0)),
      elevationPainter);
    
    createArea(
      new RectPlacer(new Vector2D(0, mapSize), new Vector2D(halfMapSize - lowlandsWidth / 2 - rampWidth, 0)),
      elevationPainter);
    
    createArea(
      new RectPlacer(new Vector2D(halfMapSize + lowlandsWidth / 2, mapSize), new Vector2D(halfMapSize + lowlandsWidth / 2 + rampWidth, 0)),
      rampPainters
    );

     

    With createPassage I was able to obtain the desired result:

     

    Spoiler
    
    const heightTop = 20;
    const lowlandsWidth = fractionToTiles(0.4);
    const rampWidth = fractionToTiles(0.1);
    const elevationPainter = new ElevationPainter(heightTop);
    const rampPainters = [
      new TerrainPainter(tCliff),
      new SmoothElevationPainter(ELEVATION_SET, heightTop, 20),
      new TileClassPainter(clRamp)
    ];
    
    createArea(
      new RectPlacer(new Vector2D(halfMapSize + lowlandsWidth / 2 + rampWidth, mapSize), new Vector2D(mapSize, 0)),
      elevationPainter);
    
    createArea(
      new RectPlacer(new Vector2D(0, mapSize), new Vector2D(halfMapSize - lowlandsWidth / 2 - rampWidth, 0)),
      elevationPainter);
    
    createPassage({
      "start": new Vector2D(halfMapSize + lowlandsWidth / 2, halfMapSize),
      "end": new Vector2D(halfMapSize + rampWidth + lowlandsWidth / 2, halfMapSize),
      "startWidth": mapSize,
      "endWidth": mapSize,
      "smoothWidth": 2,
      "tileClass": clRamp,
      "terrain": tHill,
      "edgeTerrain": tCliff
    });
    
    createPassage({
      "start": new Vector2D(halfMapSize - lowlandsWidth / 2, halfMapSize),
      "end": new Vector2D(halfMapSize - rampWidth - lowlandsWidth / 2, halfMapSize),
      "startWidth": mapSize,
      "endWidth": mapSize,
      "smoothWidth": 2,
      "tileClass": clRamp,
      "terrain": tHill,
      "edgeTerrain": tCliff
    });

     

     

    screenshot0008.png

    screenshot0009.png

    • Like 1
  2. I think balaland (fixed) might be good to include in map pool.

    I also made adjustments to wrench and cross (both large for 4v4). If wrench included i recommend fixed positions or staggered (12121212) as it can get a bit turtly on 11112222.

    If we have a large enough map pool we can also include mechanic to ban 1 map for each team.

    https://wildfiregames.com/forum/index.php?/topic/27654-balanced-maps-mod/&do=findComment&comment=396390

  3. Hello folks,

    As I am working on balanced-maps and after one playtesting of wrench in which it was a bit turtly I decided experimenting with staggered positions, i.e. instead of grouping players by 11112222, grouping them by 121212.

    It also occurred to me that this could be solved by fixed positioning, e.g. the position you specify on game setup is the one applied on tg, so if players are 12345678 they will be placed exactly like 12345678.

    I would implement that as a separate map (e.g. Balaland (fixed)) since a23 does not have support for custom map flags (might implement for a24).

    What do you think on this, would you like it?

    • Like 2
  4. I'm in!

    Applications open to join my team: "Embrace Nubness"

    I think tiers might be applicable y, my suggestion:

    Tier 1: Feld, Vali, Borg
    Tier 2: Stock, Phyzic, chrstgtr, Rauls, fpre, .. (others?)
    Tier 3: Boudica, faction02, Edwarf, Christmas, Saidrdz, etc..
    Tier 4: Dizaka, andy_beauty, xtreme22, etc...
    Tier 5: Woodpecker, ross_bolobon, etc...
    And so on...

    Tier 1: 5 points, Tier 2: 3 points, Tier 3: 2 points, Tier 4: 1 point, Tier 5: 0 points?

    Each team can only have max 10 points. So for example you could have Feld and Vali same team but then have two players from tier 5. Tier determination might be controversial though... (above is just an idea, don't be offended folks)

    Interesting team combinations:

    1: Boudica, faction02, Stock, Phyzic
    2: Feld, Saidrdz, andy_beauty, Dizaka
    3: fpre, Edwarf, chrstgtr, Christmas

    Seems balanced to me (or maybe i'm nub balancer XD)

    • Like 2
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