sanderd17 Posted March 28, 2016 Report Share Posted March 28, 2016 I like the suggestions here for a pre-build map with lots of buildings but few resources (or only resources far away from the base). That would mean you'll first have to capture some buildings (f.e. two markets or a dropsite near the available resources) in order to start resource generation. Note that maps also have the possibility to disable certain templates. In this case, you could disable the farm field template, to force players to get out of their base quickly. The AI probably wouldn't know what to do though, but it could make a fun multiplayer. 2 Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted March 28, 2016 Author Report Share Posted March 28, 2016 @roofridder: Just now, roofridder said: i used a heightmap so the map would be the same for all the players. You mean symmetrical ? I don't think a map should be pixel-perfect symmetrical to be a fair multiplayer game. Such landscapes look a bit too artificial, or even "synthetic" to me. But players seems to wish such maps. Lion.Kanzen also suggested this kind of map: On 25/03/2016 at 8:35 PM, Lion.Kanzen said: and this other , I like for multiplayer, isn't realistic but is very balanced. But as I said, this kind of map are already playable. Have you seen these maps randomly generated by kali ? Especially Stronghold, and Safe House ? Anyway, if you really want your map, and even if nobody create it for you, I think you should try and retry to do it by yourself. It shouldn't be too complicated. Quote Link to comment Share on other sites More sharing options...
roofridder Posted March 28, 2016 Report Share Posted March 28, 2016 @AtlasMapper: 2 minutes ago, AtlasMapper said: You mean symmetrical ? Thank you that was the word i was looking for i couldn't rememer it. It wasn't my goal to make a realistic map i wanted to make a very balanced map with no advantages for anyone. I saw those random maps made by Kali those maps are awesome but i didnt see a close combat map anywhere in the forum. I could that map myself but i dont think i would do a good job on it. And maybe someone who is good at mapmaking likes my idea and makes it, who knows. Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted March 28, 2016 Author Report Share Posted March 28, 2016 @sanderd17: Nice, it could be totally complementary to the @SeleucidKing "Gaia urban" map, in a total capture fest. No resources inside the city, just a few markets, and if the city is big enough and market far enough, it should be possible to generate resources to build new units (would be slow however, so starting units/resources should be available). I like the idea of this mandatory use of merchants, and it is not really used in the available maps. That is actually why I set it up this merchant need in my Aeolian map where resources are limited depending on the island. In the actual playable maps, I rarely have the time or room to build markets far enough to gather resources this way. It is easier to built dropsites in the numerous available resources spots.. But as you suggest, it might be really fun in a pre-built city! Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted March 28, 2016 Author Report Share Posted March 28, 2016 2 minutes ago, roofridder said: i dont think i would do a good job on it Don't underestimate your potential . Maybe niektb will do it who knows. Or even @_kali, maybe this post will motivate him to generate more symmetrical multiplayer maps. This topic is made to inspire people for map making. 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted March 28, 2016 Report Share Posted March 28, 2016 @roofridder Should be quite easy to make by hand, there's no need to mess around with heightmaps on such a small map Quote Link to comment Share on other sites More sharing options...
roofridder Posted March 28, 2016 Report Share Posted March 28, 2016 @niektb I tried to make it by hand but i horribly failed, then i remembered the heightmap function and made a heightmap in 5 minutes which made it a lot better. Quote Link to comment Share on other sites More sharing options...
wackyserious Posted March 28, 2016 Report Share Posted March 28, 2016 Maybe we should also post map making techniques, terrain painting style and map design ideas here, or we can create a separate thread for it. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted March 28, 2016 Report Share Posted March 28, 2016 10 minutes ago, wackyserious said: Maybe we should also post map making techniques, terrain painting style and map design ideas here, or we can create a separate thread for it. Nice idea, but maybe it's better to wait with that for the new Atlas UI trompetin17 is developing. Then you'll certainly have better-fitting screenshots Quote Link to comment Share on other sites More sharing options...
wackyserious Posted March 28, 2016 Report Share Posted March 28, 2016 Nice, and oh, please don't forget to include the one I suggested before.. "The toggle/hide actor/entities button" It will be very useful to map makers. I believe someone from the team was interested in applying it to the Atlas UI Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted March 28, 2016 Author Report Share Posted March 28, 2016 13 minutes ago, niektb said: @roofridder Should be quite easy to make by hand, there's no need to mess around with heightmaps on such a small map Thank you for bringing the truth, I now really feel like everything I said is nothing more that some useless and meaningless dusk. 1 hour ago, AtlasMapper said: it should be easy to draw without any height map import, directly in Atlas. Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted March 28, 2016 Author Report Share Posted March 28, 2016 6 minutes ago, sanderd17 said: the new Atlas UI trompetin17 is developing. Oh my, really ? Can you reveal/leak any future planned features ? Quote Link to comment Share on other sites More sharing options...
niektb Posted March 28, 2016 Report Share Posted March 28, 2016 (edited) 7 minutes ago, AtlasMapper said: Thank you for bringing the truth, I now really feel like everything I said is nothing more that some useless and meaningless dusk. How comes? Did I do anything different than confirming your words? 4 minutes ago, AtlasMapper said: Oh my, really ? Can you reveal/leak any future planned features ? This topic has some showcase videos: Edited March 28, 2016 by niektb Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted March 28, 2016 Report Share Posted March 28, 2016 Here's some WIP stuff: https://wildfiregames.com/forum/index.php?/topic/19722-wip-atlas-ui-changes/ Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted March 28, 2016 Author Report Share Posted March 28, 2016 @sanderd17: It looks nice. So the version presented in this link is available since a year for core devs ? Moreover, do you think trompetin17 would be open and interested by comments from an Atlas user like me ? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted March 28, 2016 Report Share Posted March 28, 2016 The code is available for anyone to try, see this: http://trac.wildfiregames.com/ticket/3414 And I'm sure trompetin17 would like input on it, though the focus should now be on committing the new code to the main repo, and adding new features to it afterwards. Quote Link to comment Share on other sites More sharing options...
trompetin17 Posted March 28, 2016 Report Share Posted March 28, 2016 53 minutes ago, AtlasMapper said: @sanderd17: It looks nice. So the version presented in this link is available since a year for core devs ? Moreover, do you think trompetin17 would be open and interested by comments from an Atlas user like me ? Of course I will open to hear comments, just remember is a hard path and Im trying to work on it Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted March 28, 2016 Author Report Share Posted March 28, 2016 @trompetin17: Nice, I just added a post in the corresponding place (trying to get stuck with the original topic here) There are just comments based on my personal experience of Atlas, to discuss its potential features, not an order in any way. I understand the work is very hard. Thanks for your work! Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted April 1, 2016 Author Report Share Posted April 1, 2016 @roofridder: now you have some more symmetrical maps out of the box in the main A20 release 1 Quote Link to comment Share on other sites More sharing options...
jarnomodderkolk Posted April 2, 2016 Report Share Posted April 2, 2016 i am making this gaint forest map: 1 Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted April 3, 2016 Author Report Share Posted April 3, 2016 @jarnomodderkolk: it will take lots of time to fill it entirely so good luck. Maybe it could be nice to ask to some more experienced mapper if such a big amount of trees could induce some performance issues too ? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted April 3, 2016 Report Share Posted April 3, 2016 Yes the trees will definitely cause performance issues as the pathfinder has to deal with each entity(tree) separately there by increasing memory usage and computation time and will do so for every rendered frame,one of the reasons the map Belgian Forest has so much lag Enjoy the Choice 1 Quote Link to comment Share on other sites More sharing options...
AtlasMapper Posted April 3, 2016 Author Report Share Posted April 3, 2016 @Loki1950: Yes that was what I did have in mind. So is it possible to make use of "actors" instead of "entities" in order to lower the memory usage ? Should we then recommend @jarnomodderkolk the use of actors to improve performance on big maps ? Or in the end, does the display of a huge amount of actors alters performances too ? Quote Link to comment Share on other sites More sharing options...
niektb Posted April 3, 2016 Report Share Posted April 3, 2016 @AtlasMapper: the lag caused by many trees is caused by the renderer. Many actors will result in the same lag. 2 Quote Link to comment Share on other sites More sharing options...
Palaiogos Posted April 3, 2016 Report Share Posted April 3, 2016 My dream map (more like dream scenario) would be a siege of Constantinople scenario. It would be for Millenium AD once it is finished. Quote Link to comment Share on other sites More sharing options...
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