lilypoppy Posted 7 hours ago Share Posted 7 hours ago Hi everyone, I'm working on a narrative campaign for 0 A.D. and I use Atlas a lot. I'd like to collect feedback from other map makers ( good or bad experiences.) The goal is to help the developers understand what's really missing. Here are 3 things I personally need: A tree generator, because right now I have to place trees one by one. A way to make units enter buildings. A way to see scripts running while I test Feel free to share. Thanks! 2 Link to comment Share on other sites More sharing options...
lilypoppy Posted 7 hours ago Author Share Posted 7 hours ago (edited) Edited 7 hours ago by lilypoppy show reddit link 2 Link to comment Share on other sites More sharing options...
ManasManushya Posted 7 hours ago Share Posted 7 hours ago i see Link to comment Share on other sites More sharing options...
lilypoppy Posted 7 hours ago Author Share Posted 7 hours ago 3 minutes ago, ManasManushya said: je vois @ManasManushya If it helps! I think simple tools (mods) that don't break anything when removed are the way to go. Post-Atlas helps me a lot with stats. 1 Link to comment Share on other sites More sharing options...
Asher Posted 6 hours ago Share Posted 6 hours ago Also 1 1 Link to comment Share on other sites More sharing options...
eZamus Posted 5 hours ago Share Posted 5 hours ago Totally agree for some tools like "tree brush" Inspired by my little experience on Atlas, and some child memory of Stronghold and Empire Earth 1 not by "importance" just by head 1 A way to set Diplomacy between team/ player ? (I dont find any without code ? ): Player 1 is enemy with Player 2; both is Neutral with Player 3 2 Somehow, the water level should be higher by default, or the "ground level" should be lower, In default setup, it seem I have to dig way too much to see water (compared with unit size) 3 An "auto-passibility-tiling" (dont know how to name that) but when modifying the terrain, if it become impassable, "colorise it" with a cliff/rock texture automatically 4 Could be nice having some "preset" of elevation like flat (default ground elevation), cliff (impassable) and "naval" (impassable/ underwater) and/or a "pipette" for elevation These 3 could make more easier the first draft of a map, making the big shape first then affine 5 Having a panel for "flora/gaia" entities (tree/rock/animals) and on for "players" entities(unit, building) Always having the ability to set each affected to Gaia or Players but stored separately 6 The "simulations" buttons (play / pause/ reset etc) should be on the top menu, on top of the "world view", having to switch panel and scroll down to click, bother me xD 7 I would say the ability to edit "metadata" for unit / building (like current HP for wounded unit), maybe there currently a way, I just doesn't find it I'm really not a map maker, but Atlas doesn't encourage me neither :p 1 1 Link to comment Share on other sites More sharing options...
lilypoppy Posted 3 hours ago Author Share Posted 3 hours ago (edited) 2 hours ago, eZamus said: Tout à fait d'accord pour certains outils comme « pinceau d'arbre ». Inspiré par ma petite expérience sur Atlas et quelques souvenirs d'enfance de Stronghold et Empire Earth 1, non pas par « importance », mais par tête 1. Un moyen de définir la diplomatie entre l'équipe/le joueur ? (Je n'en trouve aucun sans code ?) : Le joueur 1 est l'ennemi du joueur 2 ; Les deux sont neutres avec le joueur 3. 2. Le niveau de l'eau devrait être plus élevé par défaut, ou le niveau du sol plus bas. Dans la configuration par défaut, il semble que je doive creuser beaucoup trop pour voir de l'eau (par rapport à la taille de l'unité). 3. Un système de « pavage de passage automatique » (je ne sais pas comment l'appeler) qui, lors de la modification du terrain, le « colore » automatiquement avec une texture de falaise/rocher s'il devient impraticable. 4. Il serait intéressant d'avoir des « préréglages » d'élévation comme plat (élévation du sol par défaut), falaise (impraticable) et « naval » (impraticable/sous l'eau), et/ou une « pipette » pour l'élévation. Ces 3 éléments pourraient faciliter la première ébauche d'une carte, en créant d'abord la forme principale, puis en affinant. 5. Avoir un panneau pour les entités « flore/gaïa » (arbres/rochers/animaux) et un autre pour les entités « joueurs » (unités, bâtiments). Il faudrait toujours pouvoir définir chaque entité comme étant Gaïa ou Joueurs, mais les données devraient être stockées séparément. 6. Les boutons de « simulation » (lecture/pause/réinitialisation, etc.) devraient être activés. Le menu du haut, au-dessus de la vue du monde, m'oblige à changer de panneau et à faire défiler vers le bas pour cliquer, ce qui me dérange xD 7 Je dirais qu'il faudrait pouvoir modifier les métadonnées des unités/bâtiments (comme les PV actuels d'une unité blessée). Il existe peut-être déjà une solution, mais je ne la trouve pas. Je ne suis pas vraiment un créateur de cartes, et Atlas ne m'y encourage pas non plus :p Agree with you ! @eZamus Edited 3 hours ago by lilypoppy Link to comment Share on other sites More sharing options...
Grautvornix Posted 2 hours ago Share Posted 2 hours ago I don't want to advertise too much, but we obviously found similar issues in using atlas (the built-in map editor of the game). I started writing a tool around that helping me in defining things more easily. I named this tool "mercator" according to the guy who used original antique maps, improved them and published the first map collection as a book named "atlas". You can find it here: https://wildfiregames.com/forum/topic/169940-new-atlas-helper-tool-mercator/ @lilypoppyThe mercator tool allows filling an area with a defined mix of trees each with a random rotation. This should address your first issue on the list. @eZamus In mercator, you can define basically the game and player conditions as requested in your first issue. Also you can place entities as described in your item no.5 . I am still working on terrain sculpting features, defining cliffes, roads, hills, water levels etc. (works already, but the GUI is still too cluttered for me) This will be the next major release of mercator. I do appreciate your ideas and observations, eagerly taking on board your wishlist. Let me see what can be done... 1 Link to comment Share on other sites More sharing options...
asterix Posted 1 hour ago Share Posted 1 hour ago @trompetin17 @Perzival12 @hyperion Link to comment Share on other sites More sharing options...
Perzival12 Posted 59 minutes ago Share Posted 59 minutes ago 45 minutes ago, asterix said: @trompetin17 @Perzival12 @hyperion Why the ping lol? Am I part of the team now? 6 hours ago, lilypoppy said: Hi everyone, I'm working on a narrative campaign for 0 A.D. and I use Atlas a lot. I'd like to collect feedback from other map makers ( good or bad experiences.) The goal is to help the developers understand what's really missing. Here are 3 things I personally need: A tree generator, because right now I have to place trees one by one. A way to make units enter buildings. A way to see scripts running while I test Feel free to share. Thanks! The two biggest problems I have with the Atlas are that Trigger scripts must be written outside of the atlas, while I enjoy coding them it’s annoying to have to open 0ad a hundred times to test them. The other is that I can’t seem to be able to pan the camera up and down, I’m stuck at one angle. I’d prefer something to Blender where you can freely fly through the map. 1 Link to comment Share on other sites More sharing options...
lilypoppy Posted 20 minutes ago Author Share Posted 20 minutes ago 27 minutes ago, Perzival12 said: Why the ping lol? Am I part of the team now? @Perzival12 We are everyone's team. 1 Link to comment Share on other sites More sharing options...
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