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===[TASK]=== Terrain and Map Overhaul (Milestone: Alpha 25)


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I have already been experimenting with giving the game a much needed update to the terrain textures. I have been exclusively using assets from this website here, licensed as cc0: CC0 Textures - Public

Terrain Overhaul has begun for A25 (terrains successfully ported over from Delenda Est to A25 dev version, locally):     The current idea is to release the new terrains with A25, a

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5 hours ago, maroder said:

Further question: Does the resourceCounts in the biome .json work only for trees or also for stone/metal/hunt ect. ? Judging from the randombiome.js it is only trees, which would be sad.

I wondered this too. If the schema at that section allowed me to adjust animal numbers as sometimes they seem quite inadequate. Also having just 2 possible huntables severely limits a biome such as Savanna which has a large variety of herd animals. Biomes also don't let you choose dangerous animals?

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Map upgrade done.

Now I need someone's help to identify:

  • all the skirmish/scenario/random maps that are subpar,
  • all the assets that are so bad they shouldn't be used

So that we can make a mod out of it

 

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10 hours ago, Lion.Kanzen said:

Including textures I guess ...?

 

10 hours ago, Stan` said:

Sure.

I would say most of the old terrains won't be compatible with the newer stuff, but there are some here and there which I'll poach for the terrain update.

 

11 hours ago, maroder said:

I will look through them.

Excellent! You've been a big help so far.

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Here is my personal "prettiness" rating of the skirmish maps:

skirmish_maps_rating.csv

1: Eyecandy (keep)

2: Still nice but some textures could be updated (keep)

3: Need some work, mostly on the texture side (maybe keep)

4: misc, similar to 3 (maybe keep)

5: Does not look nice or has a random map that is equally good (would't mind removal)

6: Definitive remove (Basically the trigger map)

 

* Edit: forgot the Naval Maps, but they are all category 3

Summary: even if we keep only the maps from category 1 and 2 we still have 37 left, which is _plenty_

 

one general question: What exactly is the difference between the skirmish and the scenario maps? Because I see no reason not to combine those two.

Edited by maroder
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The concrete difference is that you can't edit scenario settings, while you can edit some skirmish settings (mostly the civilisations).

This could be changed if/when we allow 'freezing' the civs in the gameosetup, which wouldn't be too difficult.

Edit -> but we also have "random maps" that are only partly procedural now, with fixed terrain, the the distinction has grown increasingly confusing. I wouldn't be against cleaning all that up sometimes soon, particularly since the whole concept of "map type" is annoying in the code.

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6 minutes ago, maroder said:

one general question: What exactly is the difference between the skirmish and the scenario maps? Because I see no reason not to combine those two.

Scenario maps are supposed to be elaborated more, sometimes with triggers and objectives.

Skirmish Maps are just the rest of maps that are not random

20 hours ago, maroder said:

: Definitive remove (Basically the trigger map)

What's wrong with the trigger map ?

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2 hours ago, wraitii said:

I wouldn't be against cleaning all that up sometimes soon, particularly since the whole concept of "map type" is annoying in the code.

A cleanup would definitely be good imo.

2 hours ago, Stan` said:

What's wrong with the trigger map ?

Mostly that it's a trigger map ( but could also use new textures). My main problem is that it is included in the default filter, so you click on it, expect a normal game and then gaia shows up and bothers you the whole time.

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My first proposal for a cleanup would be:

Skirmish maps: All the nice looking maps that are not procedual

Random maps: All the nice looking "normal" procedural maps

Special maps: All the trigger maps and otherwise "special" maps, independent how they are generated

And the maps that are now in the scenario category can either be put in the skirmish category, if they don't use triggers/ have special objectives, they can be put in the special category if they have these features or if they have really elaborate objectives, they should be turned into a campaign.

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Second proposal if we want to get rid of the skirmish/random differentiation completely (which I also wouldn't mind)

Default/Standard: All skirmish and "normal" procedual maps (i.e maps where you can have standard match on without having to worry about flooding or gaia attacks ect)

Special maps: The rest (Trigger, Objectives, experimental ect.)

And then we could still use tags for the map filter e.g. "balanced", "MP", "naval" ect.

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The best reason I see the keep the skirmish/random differentiation, is that you can choose the # of player on random maps, which you cannot on skirmish maps. But I don't think this would be a huge problem.

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1 hour ago, maroder said:

And the maps that are now in the scenario category can either be put in the skirmish category

you would have to modify quite a few things.

 

Scenarios are intended for campaigns and it was the first type of map in the game.

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Request add dry grass, with and without soil, I take some example photos.

 

IMG_20210527_121636.thumb.jpg.0c6529e643a17e53dd1099617b14edfc.jpg

From a distance it looks like this, it is a combination of cut grass, (hay) with green parts of grass and parts with mud / dirt.

IMG_20210527_121828.thumb.jpg.a274813b1b0d4d005a27d725fb382bca.jpg

I parked my car nearby and the ground had less grass.

 

But it would look like this, if it works for you you can use some pieces, some areas.

 

The sun is 10 a.m. , summer sun. I don't know if it works for a tropical / African biome

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19 hours ago, maroder said:

one general question: What exactly is the difference between the skirmish and the scenario maps? Because I see no reason not to combine those two.

Scenario maps would theoretically have triggers, locked teams, locked civs, storylines, locked victory conditions, specific starting resources, objectives, etc. 

Skirmish maps allow the flexibility of random maps, by allowing players to choose their civs, victory conditions, starting resources, and a few other options, while allowing the designer to sculpt a great-looking map in Atlas.

 

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