New MOD maps to All

Hi to all founders and all new players, i find the right way to work well .

 

AOTS also have good maps but we all know we like make them too. 

New maps to all and hope try your maps  im sure they will be very good.

 

This map editor its not released,  only have some basic steps but makes the job to be playble, there are no decals or other good things but in time we will have a good map editor ,for me that i make maps to some games i dont mind pay if its need.

But i need ask something to the AOTS team or any other ,all help is always wellcome on this points on map editor.

 

1-Dead zones

2-Relays and best place to be near mexes or other resources, since its supose the resources and relays  be loaded and capture  by zones.

 

 1-The new Seton   2-Xl Field of Isis  3-King of Ice                      

 

 

 

 

 

 

My personal Vault section.          http://theengenieer.weebly.com/ 

286,693 views 67 replies
Reply #1 Top

Ty :) ,the important now is to see whats the best way to be more challange  with AOTS ecosystem and the right places to put it with the Zones   ,right now thats the real challange.

In SupCom we have the  reclaim has an objective, here for now we have to find other solution that can make the same until we havent reclaims.

 

Reply #2 Top

Jeez, wth, I cannot create a single working super simple map with the map editor. Can you please write up a how-to?

Reply #3 Top

Its not easy for you make maps until they fix this 3 files , iff you check after you make a clean map dont show this 3 files like it showld ,means when you want try the map miss the placements bases ,dicription and map proprerties.

 

  • GameplayMap.csv
  • MapDescription.bin
  • MapProperties.xml
Reply #4 Top

Quoting The_Engenieer, reply 4

Its not easy for you make maps until they fix this 3 files , iff you check after you make a clean map dont show this 3 files like it showld ,means when you want try the map miss the placements bases ,dicription and map proprerties.

    • GameplayMap.csv
    • MapDescription.bin
    • MapProperties.xml

I am also missing 3 files: GameplayData.bin, GameplayMap.csv, and MapDescription.bin. How to fix this?

Reply #5 Top

If they are missing, then you ran into an issue (usually running out of memory - large maps with high detail levels require at least 32 GBs of RAM to build the terrain) while generating the map.  The debug version will usually tell us what went wrong, but you don't have that version.

Reply #6 Top

I finally figured out how to get those 3 files. Your map must have at least some terrain. A purely flat map, which I assumed would be the simplest case and handled well by the map editor, will not work. I added a single hill and magically the files were there and the map would load.

TheRealWarpstorm, would you be willing to divulge how to load MapScripts?

Reply #7 Top

As in scripted events? If that's what you mean, just having one with the correct name (as in exactly matching the map name) in the MapScripts directory is all you need.  It should load automatically.  That is currently only used for the benchmark AFAIK.  The dev build has debug options to load in other ways, but I don't think your version has those.

Reply #8 Top

Good good .

Wasnt joking about seton :) will try put all the same mexes and power on same places ,now im working to balance all with the AOTS gameplay and  put on front  some gold has reclaim.

Since mexes and eco dont have upgrades i have to think in what can we have to be almost same(almost) all seeds still need a place i see them has a ACU that dont move

Im having the same fun has the time i make the 1 Seton 6v6 to FAF 

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Reply #9 Top

Can we have the choice put engenieers in front seed since seed cant move.

Will be good a bit options on rotations seeds and engeniers positions,right now they always start on  the  right.

Reply #10 Top

Quoting The_Engenieer, reply 9

Wasnt joking about seton

 

Cool stuff! I hope you are using the biggest map you can.

When global abilities come in i guess we can drop an engineer onto those islands from space.

Can a Dev say whether or not water will be in the game on launch day? I know there will be no navy but some pretty water would be nice for the visual breakup on maps,  as well as for eye candy.

Reply #11 Top

Do we have a way to completely reveal the whole map, no fog of war? I ask only for the purpose of evaluating the AI, nothing nefarious.

Reply #12 Top

Yes the map its made think on the drop engeniers and also to players press and start use air.

You can drop engenieers on island but enemy also can do it ,and for that the use of air fights and bombers will be good.

 

Using the map editor give a good feeling ,make me want to play there because  i can use total zoom and its so cool and good and...... >_>

Reply #13 Top

Yes eviator thats a good thing so we can understand how the Ai use the map in all ai skills

Reply #14 Top

Quoting eviator, reply 12

Do we have a way to completely reveal the whole map, no fog of war? I ask only for the purpose of evaluating the AI, nothing nefarious.

Nevermind :D

Reply #15 Top

It was not as easy as I thought the difference between  SupCom and  Ashes economy its big, but is on the good way.

Founders  can try this 1 released . 

Being one of the most played maps ever in the series SupCom , i want to keep as close as possible to the original but I have a problem called lack of energy :) (Radioactives) so i need a bit feedback how to balance this got some ideas but maybe you guys have bether ideas and balance regions with relays.

Either way has the game will changing will be bether to make the right options.

 

 

1 option its create power islands so we have to fight for it  where is supose to be water,im only think in this for the next drop engeniers or maybe a bridge by some points on field something to think.

Other maps im working Isis...Phontom...Twin rivers...Badlands...6castles...Final rush pro....Finns revenge....Wonder ...Canis...and Paradise Turinium

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Reply #16 Top

The AI won't use that ability for a while, so it will only be viable for MP only.  

In addition, I have serious performance concerns with unreachable areas that you have to capture.  This will be very expensive for the pathfinder, as it will be exhaustively searching for routes that do not exist.

Reply #17 Top

Quoting tatsujb, reply 20

In addition, I have serious performance concerns with unreachable areas that you have to capture.  This will be very expensive for the pathfinder, as it will be exhaustively searching for routes that do not exist.

Is that stuck in stone? From a logic/programming point of view I would think it feasible to remedy that.

Reply #18 Top

Quoting Ticktoc, reply 21

Is that stuck in stone? From a logic/programming point of view I would think it feasible to remedy that.

At this point in time, yes.

Reply #19 Top

Currently, we have no way for units to get to another piece of land except for them to be spawned in there from an orbital ability.  Those spawned units have no way off their island.

Reply #20 Top

Pathfinders (in general) try to find a path (exhaustively if need be) between points on the graph.  If there is no path, the only way to be sure, is to try every place you can possibly reach.  If you still don't find a path, there isn't one.  This is how they work in nearly all games (if you are really curious read up on A* and all its variants).  In our game, we do not do this until units have an order then we figure out the paths they are going to take (this is a bit simplified from everything we are doing, but it is in the core).

https://en.wikipedia.org/wiki/A*_search_algorithm

 

Reply #21 Top

While I can see how this is definitely limiting, one of their expansions will have navy, so they'll have to address it eventually. Or is the plan to not have islands even then?

Reply #22 Top

 

Im a bit confused.

Dont you guys want make this game good? :|

Reply #23 Top

Seriously, it is all about time and priorities.  I (and my Oxide teammates) have a lot of other things to get done before this game ships.  That feature, while good, is currently much lower on my priority list.

Reply #24 Top

Quoting TheRealWarpstorm, reply 31

Seriously, it is all about time and priorities. I (and my Oxide teammates) have a lot of other things to get done before this game ships. That feature, while good, is currently much lower on my priority list.

Guys I am sure that he means that yes it will be done but at a later time.  :D

Be positive we are here for the long haul.

Reply #25 Top

Talk about overreaction.

 

I never said this doesn't work.   Just that the AI won't use it for a while (it doesn't use any orbital abilities yet) and the pathfinder is less efficient than I'd like in this case (the time hit currently is less than a millisecond, but I can make it faster for the case of islands).   Obviously, when we do water maps, we will need to revisit these systems as they will need islands.  Since the plan doesn't have Ashes shipping any island maps until the first expansion, this is lower on the list than stuff that comes before that expansion. 

 

FWIW, everything is on a priority list.  It's how each of us manages our time.  We are a very small company and have a lot to do.