kangz Posted February 14, 2020 Report Share Posted February 14, 2020 how easily could this be implemented 1 Quote Link to comment Share on other sites More sharing options...
Boudica Posted February 14, 2020 Report Share Posted February 14, 2020 It's not very hard to do. It's harder to do it in a way so that the map doesn't look unnatural. 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted February 14, 2020 Report Share Posted February 14, 2020 (edited) This would be great! A true standard 1v1 to settle any issues. Would it be possible without the map needing to be a Skirmish map? Edited February 14, 2020 by badosu 2 Quote Link to comment Share on other sites More sharing options...
coworotel Posted February 14, 2020 Report Share Posted February 14, 2020 1 hour ago, badosu said: Would it be possible without the map needing to be a Skirmish map? I think so. Random maps follow a script, so the script creator just have to make sure that each resource he puts in side 1, he puts another in the mirrored position in side 2. 1 Quote Link to comment Share on other sites More sharing options...
ValihrAnt Posted February 14, 2020 Report Share Posted February 14, 2020 Quote This would be great! A true standard 1v1 to settle any issues. A fully mirrored map will mean that a player will be capable of knowing exactly what resources, and where, the enemy has. So for an early rush I'll know exactly where all the berry spots are, where the woodlines are and such. It severely reduces importance of scouting. Other than that not too many downsides I can think of right now. 3 Quote Link to comment Share on other sites More sharing options...
badosu Posted February 14, 2020 Report Share Posted February 14, 2020 (edited) A certain level of randomness can be kept. Hopefully one could make only the most high level aspects regarding balance to be mirrored: extra resources anywhere in a certain radius range (min range-max range-max degree spread) of the cc but can't overlap with the same type or different amounts than opponents, in locations that would make sense e.g. metal and stone reachable only via expand or p2, etc. Wood can't have too much variation (too thin or too fat clumps) and/or the total amount must be equal but the spawns are free to be defined by rngezus etc. Edited February 14, 2020 by badosu 2 Quote Link to comment Share on other sites More sharing options...
AeternaTristitia Posted February 15, 2020 Report Share Posted February 15, 2020 I've always liked the slight randomness of maps such as Mainland, however It would be cool to have mirrored 1v1 maps just like the ones in Warcraft 3 Quote Link to comment Share on other sites More sharing options...
kangz Posted February 17, 2020 Author Report Share Posted February 17, 2020 @ffffffff extremely talented hacker and programming genius please implement this. 1 Quote Link to comment Share on other sites More sharing options...
sphyrth Posted February 18, 2020 Report Share Posted February 18, 2020 On 2/14/2020 at 9:19 AM, ValihrAnt said: A fully mirrored map will mean that a player will be capable of knowing exactly what resources, and where, the enemy has. So for an early rush I'll know exactly where all the berry spots are, where the woodlines are and such. It severely reduces importance of scouting. Other than that not too many downsides I can think of right now. This is an interesting take. But doesn't that also apply to pre-built maps? That might also explain why you prefer playing on Random Maps as well. Quote Link to comment Share on other sites More sharing options...
Stockfish Posted February 22, 2020 Report Share Posted February 22, 2020 @ValihrAnt I don't see it as something bad, you must scout same way to see what defenses player has put there. In a lot of strats games, maps are always the same and it's not a big problem, but we're not talking about that, we're talking about lots of map possibilities but more or less equal for 2 players Quote Link to comment Share on other sites More sharing options...
badosu Posted February 23, 2020 Report Share Posted February 23, 2020 (edited) So, I just opened the editor to take a look at how that would work. From what I see, the map should be a scenario or a skirmish? I failed to find a place that defines the randomness script. PS: For anyone wondering, on linux you can find the random maps on data/mods/public/public.zip PS2: Ok, it seems pretty daunting, thankfully the library methods are decently documented. Edited February 23, 2020 by badosu Quote Link to comment Share on other sites More sharing options...
badosu Posted February 23, 2020 Report Share Posted February 23, 2020 I sent a post with the first iteration of such a map: https://wildfiregames.com/forum/index.php?/forum/384-scenario-designmap-making/&do=add Quote Link to comment Share on other sites More sharing options...
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