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New MOD maps to All

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/ 

286,721 views 67 replies
Reply #26 Top

Ty to both there are subjects that sometimes need be push now im happy

again

 

Reply #27 Top

I just finished making a my first Map! :D :beer: :grin:   Called TWILIGHT FLAME  and i think it does Work really nice!
I will post the link here and in the other post

Hope you guys like it and i will be waiting for some good Reviews and Comments.
here's the Link.

http://www.filedropper.com/aotstwilightflamemap

 

Reply #28 Top

Forgive me, but don't all of these units "hover"?

Reply #29 Top

here is an updated map using different builds


Build Quality 1 Erosion 500. >206 MB >> http://www.filedropper.com/aotstwilightflamemap

Build Quality 2 Erosion 2000. >191 MB >> http://www.filedropper.com/aotstwilightflamemapbq2e2000

Build Quality 3 Erosion 3000. >188 MB >> http://www.filedropper.com/aotstwilightflamemapbq3e3000

Build Quality 3 Erosion 500. >211 MB >> http://www.filedropper.com/aotstwilightflamemapbq3e500

 

You can download any version you want, the Dev's said Build Quality 3 should be the best.
Reply #31 Top

Transport aircraft?  }:)

Reply #32 Top

It is necessary to open an option for rotation the seeds, so that all players have the same advantage.

At this point in almost every map there is differences and advantage for one team, to another team due to placements in the same direction of seeds, is a disadvantage since the first engineer of all seeds comes out all in the same direction.

 

I have make a short map has a exemple to understand bether  .

 

 

Another thing, in future put auto generate the DDS Map preview with all economic so all can have a 1 picture and think when in lobby waiting, whats best tatic to use for the eco.

Im making that on maps until i have that on your maps, but i hope in future you guys fix a bether way ,now the map editor its not make the auto dds files correct.

Reply #33 Top

Quoting The_Engenieer, reply 44

Another thing, in future put auto generate the DDS Map preview with all economic so all can have a 1 picture and think when in lobby waiting, whats best tatic to use for the eco.
Im making that on maps until i have that on your maps, but i hope in future you guys fix a bether way ,now the map editor its not make the auto dds files correct.

 

did you find a way to make the preview map look nice? can you tell me how did you do it?

Reply #34 Top

Quoting ASADDF, reply 45


Quoting The_Engenieer,

Another thing, in future put auto generate the DDS Map preview with all economic so all can have a 1 picture and think when in lobby waiting, whats best tatic to use for the eco.
Im making that on maps until i have that on your maps, but i hope in future you guys fix a bether way ,now the map editor its not make the auto dds files correct.



 

did you find a way to make the preview map look nice? can you tell me how did you do it?

 

No ,for now we can only capture what comes from map editor .

Only they have the way capture the map on the game, we only have full zoom on map editor but the compress quality pictures they have in their maps its what we want.

Reply #35 Top

Quoting ASADDF, reply 39

here is an updated map using different builds




Build Quality 1 Erosion 500. >206 MB >> http://www.filedropper.com/aotstwilightflamemap


Build Quality 2 Erosion 2000. >191 MB >> http://www.filedropper.com/aotstwilightflamemapbq2e2000

Build Quality 3 Erosion 3000. >188 MB >> http://www.filedropper.com/aotstwilightflamemapbq3e3000

Build Quality 3 Erosion 500. >211 MB >> http://www.filedropper.com/aotstwilightflamemapbq3e500

 

You can download any version you want, the Dev's said Build Quality 3 should be the best.


 

Dont you have a easy way to share that files i can get it.

Reply #36 Top

Quoting ASADDF, reply 39

here is an updated map using different builds




Build Quality 1 Erosion 500. >206 MB >> http://www.filedropper.com/aotstwilightflamemap


Build Quality 2 Erosion 2000. >191 MB >> http://www.filedropper.com/aotstwilightflamemapbq2e2000

Build Quality 3 Erosion 3000. >188 MB >> http://www.filedropper.com/aotstwilightflamemapbq3e3000

Build Quality 3 Erosion 500. >211 MB >> http://www.filedropper.com/aotstwilightflamemapbq3e500

 

You can download any version you want, the Dev's said Build Quality 3 should be the best.


I cannot access these files. Are they open to the Public?

Reply #38 Top

Quoting eviator, reply 49


Quoting ,



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



 

Clicking on your map download links does nothing.

 

No only when 1 beta comes out i still need work  that ,i want see what comes from orbitals ,engenieers drops and abilities then i/we can think in bether solutions to maps...

Reply #39 Top

Quoting The_Engenieer, reply 47

Dont you have a easy way to share that files i can get it.

Quoting eviator, reply 48

cannot access these files. Are they open to the Public?

 

all those files are supposed to be pubic but I guess filedropper sucks big time

I am on vacation and I don't have the files to reupload them sorry, give me one more week to get those files back up or..... wait...

 

https://drive.google.com/open?id=0B7nS5H87AGg1RHM5bU5uMmpsMWs Central Flame map.

https://drive.google.com/open?id=0B7nS5H87AGg1MlQ2U3dET3Q5ZUU Twilight Flame map.

 

try those links, hope they work for you guys. and I have a third awesome map that I made, but need to upload it and right now I cannot do that till I come back home.

 

let me know if the maps worked. thx

 

Reply #40 Top

Quoting ASADDF, reply 51

Quoting eviator,


I am on vacation and I don't have the files to reupload them sorry, give me one more week to get those files back up or..... wait...

 

 

Sry but no come back right now :thumbsup:  jk   Just relax and take that vacations to have fun,when you come back you will have new update to have fun.

I hope you do not mind but I assault your maps to change some parts  positions are rong (Central Flame map)

 

Tell me your Cpu and memory you have.

Reply #41 Top

Quoting ASADDF, reply 51


let me know if the maps worked. thx
 

They worked. Pretty darn huge, with a lot of space between regions. It seems this is intended for 3v3 games, with 3 radioactive nodes per player. Most of the terrain looks to be for team separation and funneling fights to the center, with not much for terrain advantage. Open maps are the rage right now, but some objective-based terrain variety would be welcome, IMHO.

Reply #42 Top

Yes I only worked on 6 player maps using the biggest map size possible, so did you guys have fun with them? hope you guys liked it and the third map that I made, is even nicer :grin:   I will upload it in a week or so

Quoting The_Engenieer, reply 52

I hope you do not mind but I assault your maps to change some parts positions are rong (Central Flame map)

All the maps even the official ones are free to be changed in anyway possible, so its fine for me.

just go ahead and do any changes you like to it.

If you guys have any opinion of the maps or changes that you want me to do let me know.

 

Reply #43 Top

If you want to get an idea of how much spend 32 gb.

Usually build quality 4 consumes around 16/19 gb depending the map size for me never pass + then 24 GB, so if you crash on build 4 its really the Memory i still dont know wy need so mush memory to this map editor but its needs be optimize.


I have 32gb ddr3 XMB 2400 / GTX 980 TI strix /I7 4790K 

After some testing in all kinds of Map dimensions i could see that the map editor  that we use (dunno if same has they use) is not optimized what was already to predict it is very recent.

Even with 32 GB i have some tests that or just never finish the process even on small maps or just crash ,other maps finish fast enouth and for my surprise was the big maps with quality 4 and erosion 8000 that didnt crash...

Reply #44 Top

                                           ^^^^^^^^^^^^^ Exactly the thing that's wrong with AotS pathfinding.

As original SupCom pathfinding problems clearly shown, source-to-target graph search is not suitable for large-scale RTS. It's slow, non-parallelizable and operates under assumption that there's only one moving object from single source to single destination, while that's vastly wrong in our setting. SupCom2 introduced approach based on goal omnidirectional expansion and simple particle physics that seemed to work well enough.

Building on top of that, I have a partially tested recipe to do the right thing regarding pathfinding, based on my own experiments and observations. Published it in a thread some time ago, but it went unnoticed, so I'll edit it and repost here:

  1. Implement goal-based vector field path search, aka SupCom2 killer feature. Basic case described in http://gamedevelopment.tutsplus.com/tutorials/understanding-goal-based-vector-field-pathfinding--gamedev-9007. It's based on cellular automaton that starts from point to which player ordered to move and expands by filling rectangular grid with distances to it and then computing movement force vectors based on distances around cell. That algorithm avoids going into unreachable areas: since new distances is placed in unfilled and passable cells near the ones added on the last automaton step, it stops when there are no such cells left. So the fact of relative impassability is easily determined - if unit that's ordered to move somewhere is located in unfilled cell after pathfinder run, it cannot reach destination. It also removes dependency between goals and units by creating the unified movement force field for all units that share the same area costs and passability. Unit movement is implemented separately as particle movement in the force field with high dissipation, velocity limits and huge push-out forces for unit collisions and obstacles.
  2. Translate algorithm from cellular automaton to differential equations integration, following the methodology described in http://0fps.net/2012/11/19/conways-game-of-life-for-curved-surfaces-part-1/ (for Conway's GOL). That should kill the path lines deformation due to the limited amount of surround info available on direction choice. Additional measures should be taken to avoid passing through walls within local integration radius.
  3. Spatial integration should be good for parallel processing, so offload the whole thing to GPU to forget about any possible performance problems forever.
  4. Generalize from 2 to 3 dimensions. The most tricky part is the constraint that causes units to stay on surface, but for AotS this condition is kinda relaxed, since all units are hovering.

Since no one, AFAIK, gotten farther than the point (1), on completion you'll have most advanced pathfinder in existence. In fact, even the point (1) alone suffices to solve 90% problems with pathfinding. Point (2) solves remaining 10%, point (3) solves problems that may or may not exist (after all, modern CPUs are pretty fast), and point (4) solves problem that's not even defined yet, since there's zero released RTS games with true multilevel terrain and we don't even have UI to navigate terrain with caves or platforms. There's still one problem with symmetric obstacles left that is described in the first article, but it's not solvable within that method from mathematical standpoint. Point (2) reduces it to almost impossible probability in any real setting, but if it happens, you should just randomly push a unit to break symmetry if it hits an obstacle.

Some parts of pathfinding technology described here requires solid math background, and because of that I, while being absolutely sure it's possible, also failed to implement it beyond the point (1). However, to the Oxide dream team the entire thing should take around 4 hours of work.

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Reply #45 Top

Best RTS game with best pathfinding was and is Supreeme commander 2 (and im a SupComFA player) and PA also have done a good job.

 

If there is AotS pathfinding problem there is enouth time to be sure will work well .

This game will crash at every moment ,there is cancer all over the algorithms.

Im just try to see wy that on  maps and mods  :-"  i know thats Quoting TheRealWarpstorm  so we wont talk to him 15 sec.

Reply #46 Top

I have start work again the maps now that 0.70  out.

Maps are with hight quality 4/9000

I sugest you play them with DX 12  there is 1 that you can try ( 2v2 )

 

Im try a diferent way to play the maps has you will see but sure you will get lot fun.

Reply #47 Top

here is the my third map link:

https://drive.google.com/file/d/0B7nS5H87AGg1VXpaUUI1QTlKWmc/view?usp=sharing

https://drive.google.com/open?id=0B7nS5H87AGg1VXpaUUI1QTlKWmc


I am sure you guys will love it, its a big 6 payers map but you can play it in anyway you like it.

The map is called Mid Lover. Have fun.

 

Reply #48 Top

 ASADDF i like the map.

Just a note try put at least 2 mexes near seed and 1 radioactive or will be too slow start to a big map.

And fix positions.