Forums / Miscellaneous Discussions / Discussion about maps
Discussion about maps | ||||||
---|---|---|---|---|---|---|
08:06:09 Dec 9th 19 - McMax (Mr. Grumpy Old Wild Boar): This thread is made for general discussion about what features we would like maps to have - not specific suggestions, we have the Suggestions and Improvements forum for that - but more hmmmmm "loose" input. Let's start with this, based on my latest map: 21:25:17 Dec 8th 19 - McMax (Mr. Grumpy Old Wild Boar): ............deleted........... ............deleted........... I already know that I have made the bridges a little too wide - of course no-one should be able to build cities on a bridge. 04:50:52 Dec 9th 19 - Endless (Ms. Zetian): I like bridge cities Report 07:11:22 Dec 9th 19 - McMax (Mr. Grumpy Old Wild Boar): (Edit post) ............deleted........... As
for cities on the bridge. I certainly didn't made them wide enough on
purpose to "trap" Admin so bridges could be build upon them. But on the
other hand.... as long as the city can't grow larger than 14.4K then
maybe I should keep my own bridge-version as it is..... Besides
I/we also have the stonebridge, that Trogdar made for his
Shatteredworld (the one I also use on this map) if/when I want a bridge
where it shouldn't be possible to build. [Top] Pages: 1 | ||||||
08:08:07 Dec 9th 19 - McMax (Mr. Grumpy Old Wild Boar): Is this a "feature" worth to keep? | ||||||
08:18:05 Dec 9th 19 - Percy (Mr. Percy The Noble): I personally like the city on a bridge. So long as it reaches 14k, it helps guarantee a blocker, whereas the current stone bridges are notorious for not blocking completely at the edges. Having a city in the middle where it removes that error would reduce a lot of headaches. | ||||||
19:18:46 Dec 9th 19 - Matthew (Chief Mattis): At first the 'large cities on bridges' mechanic felt as out of place as the removal of greatwalls from Manxmap did but when I really think about it it's honestly a big improvement. | ||||||
03:26:36 Dec 10th 19 - Endless (Ms. Zetian): any plans to make all the maps on all worlds expand? this is kind of cool | ||||||
15:23:21 Dec 11th 19 - Dakarta (Prince Dakarta): I don't think you should be able to walk over mountains like this? This is on the GvE map. | ||||||
16:22:31 Dec 11th 19 - McMax (Battlemage Mcmax The Dark Knight): And now to something completely different (Monty Python). That problem has nothing to do with my map. That is how the map has been plottet, so the game-engine can "translate" what kind of actions this spot allows. | ||||||
17:20:47 Dec 11th 19 - Phat (Grand Moff Good Boy): So the engine isn't reading the colors as impassible? 2) add new color info the engine Right? | ||||||
18:12:07 Dec 11th 19 - McMax (Battlemage Mcmax The Dark Knight): Now I'm not sure - but I do think some if not all the plotting-work is done manual. | ||||||
05:54:49 Dec 12th 19 - Matthew (Chief Mattis): Wasn't it the case that ZeTa had to manually border the map by hand? | ||||||
06:07:39 Dec 12th 19 - McMax (Battlemage Mcmax The Dark Knight): It wouldn't be a big problem for me to deliver a 4 or 5-color map-version (mountains, forrest, plains, water (and bridges if that is needed) to Admin on any of the maps I have made. As for the suggestion for a list of plotting-errors. No matter if the errors are corrected or not, I would welcome such a list. | ||||||
02:03:01 Dec 15th 19 - ZeTa (VU Admin): Trees, water, and mountains are plotted by placing either a 80x80px or 40x40px box. And rivers are plotted with 20x20px boxes. | ||||||
02:11:55 Dec 15th 19 - Emperor Magicalpolarbear:McMax:thor">10:22:31 Dec 11th 19 - McMax (Battlemage Mcmax The Dark Knight): | ||||||
10:33:59 Dec 15th 19 - McMax (Mr. Grumpy Old Wild Boar): A few questions to Admin about making a new map. | ||||||
11:11:24 Dec 15th 19 - ZeTa (VU Admin): I try to tile the boxes side by side in order to use as few as possible. But they can also overlap. No terrain means "open land". Bridges are open land. There is no special box for bridges. The map can be repeated indefinitely. So an army at position 2500+5 is checked as if it where in position 5. So in theory they would only block on the right or bottom, but I have patched that in most places, where for example when you place a city on position 1 it also checks position 2480-2500. | ||||||
16:53:03 Dec 15th 19 - McMax (Battlemage Mcmax The Dark): Thanks for the answers. But more questions (I'll use rivers as reference as I think that is the most important (due to riverjumping) and most difficult to handle). When you "follow" and mark how a river is bending first one way then the other and then back again. How do you "assure", that the width of a river doesn't get to narrow in some places and "allow" riverjumping? Do you have a buffer, say rivers should normally be 20px wide, but in a real game armies can't pass rivers more than 12-15-17 px wide. Asking because that would be something I should consider when making a map. | ||||||
09:23:16 Dec 16th 19 - McMax (Battlemage Mcmax The Dark): BTW: Are you able to turn your boxes 45° and plot from "northwest towards southeast" and "southwest towards northeast" or is it only north to south and east to west?? | ||||||
09:22:54 Dec 26th 19 - McMax (Battlemage Mcmax The Dark): Still missing feedback from Admin on above.... But time isn't wasted (I'm not going to ask my wife) while waiting. Now I'm able to make mountains that looks like those in Shatteredworld. Next task is find a way to color them, so they get a nice look. | ||||||
22:39:27 Dec 31st 19 - ZeTa (VU Admin): The issue with river jumping comes from diagonal rivers and them being squares, and army "steps" with distance-to-terrain rather then line-line-intersect. Although I have patched that with line-line-intersect in some places. Fun fact: The terrain algorithms was created about 20 years ago and until recently mapping the terrain required IE6 and used some really old JavaScript code. And my algorithms knowledge was limited back then so pretty much all formulas use point-to-point distance rather then intersect or point inside polygon. | ||||||
23:08:09 Dec 31st 19 - McMax (Mr. Lightfoot): Read. But since we (I) have less than 60min to NewYear and I already have consumed some X-mas beers and my first (little) glass of Champange (the cheap and sweet one, called Asti Sprumante), then......serious comments...... naaaahhh. Not now. HAPPY NEW YEAR to all. | ||||||
23:10:54 Dec 31st 19 - Mr. Glarus Ignazius: Haha Happy new year. | ||||||
09:42:37 Jan 8th 20 - McMax (Battlemage Mcmax The Dark):
| ||||||
09:44:07 Jan 8th 20 - McMax (Battlemage Mcmax The Dark): Time to continue the thread I think...... 22:39:27 Dec 31st 19 - ZeTa (VU Admin): The
issue with river jumping comes from diagonal rivers and them being
squares, and army "steps" with distance-to-terrain rather then
line-line-intersect. Although I have patched that with
line-line-intersect in some places. Fun fact:
The terrain algorithms was created about 20 years ago and until recently
mapping the terrain required IE6 and used some really old JavaScript
code. And my algorithms knowledge was limited back then so pretty much
all formulas use point-to-point distance rather then intersect or point
inside polygon. ReportI was thinking if it was possible for me to plot my maps too and provide a "full packet" to Admin, that he could put on the server and activate. But with above "fun fact" I'm not sure I can. But if - IF - it should be possible after all, then...... we would all be winners. I would do my utmost to provide an error-free map and/or be able to correct any plotting-errors (and be a little proud of my maps too). All players would get new maps with new challenges, which I still think is a "must" for any game. Admin would save a some time for other purposes - such as programming new features/fix old glitches. | ||||||
15:40:39 Jan 8th 20 - Phat (Grand Moff Phat): Has the concept of a world built by seed been considered? edit: Something like this could even work: https://pixelminer.tumblr.com/post/47239109358/realistic-2d-terrain-generation edit2: I do now recall something about the game engine supporting one specific images/size/tiling. If you're up for it Zeta, opening up some of this code would allow us to help with the maps A LOT! | ||||||
[Top] Pages: 1 |
My bookmarksOld forum design