#2881 closed defect (fixed)
Unfinished Skirmish Maps (Tuscan Acropolis, Two Seas, Corinthian Isthmus)
Reported by: | Timothy Hamlett | Owned by: | Stan |
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Priority: | Should Have | Milestone: | Alpha 22 |
Component: | Maps | Keywords: | patch |
Cc: | Patch: |
Description (last modified by )
There are several unfinished maps in the game. I recommend that a map designer finish these maps so that they become playable. The maps discovered so far are:
Corinthian Isthmus (4) Tuscan Acropolis Two Seas (6)
#2970 is related.
Attachments (17)
Change History (65)
comment:1 by , 10 years ago
Owner: | set to |
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Status: | new → assigned |
comment:2 by , 10 years ago
comment:3 by , 10 years ago
Yes, there are some updates. All the maps are "refinished," and I have to review them.
comment:4 by , 10 years ago
Do you mind sharing them so others can give feedback too? (Either here, in the forums or the scenario designing PM)
comment:7 by , 10 years ago
There would probably be more progress on the forum, artists just don't use Trac very much :/
comment:8 by , 10 years ago
Actually they are CoM members I ask thamlett and niektb to give feedback on it :)
comment:9 by , 10 years ago
Hey guys, sorry for not keeping you informed quicker. SiahH accidentally deleted the finished maps before he was able to upload them. All is not lost however, he says that he knows exactly what should go where Meanwhile, I'll upload a patch changing the map description to make it obvious to players that the map is unfinished - this will temporarily solve the problem of people starting lobby games and then realizing there are no resources at all.
comment:10 by , 10 years ago
If the maps are that unfinished, they should just have the "demo" tag or something, so they aren't visible with the default map filter.
by , 10 years ago
Attachment: | skirmishes_demo.patch added |
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A temporary fix, setting the demo flag for these unfinished maps.
comment:13 by , 10 years ago
Milestone: | Alpha 19 → Backlog |
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comment:14 by , 10 years ago
I've attached a version with Post Proc settings.
I think though that there can (should) be some improvements made with the texture usage of the seas. I would like to point to Sporades Islands(2) for an excellent example.
It is really a huge map btw, certainly not one that my GPU does like. :P
comment:15 by , 9 years ago
There seems to be quite some need to trade to get metal, maybe some more metal mines would help. The amount of wood in there is huge, in some places I'm not sure if we shouldn't remove some. As I guess this is designed to be played 3vs3 the teams should be set up that way.
comment:16 by , 9 years ago
Component: | Art & Animation → Maps |
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Keywords: | map review added |
comment:17 by , 9 years ago
Keywords: | review removed |
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The map also could use some animals and other food sources.
comment:18 by , 9 years ago
Description: | modified (diff) |
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comment:19 by , 9 years ago
- Removed around 300 trees
- Added Berry Bushes
- Added Metal
- Fixed some textures
- Added fauna
- Added Shipwrecks
- Added Special Unit for each player.
comment:20 by , 9 years ago
Keywords: | review added; map removed |
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comment:21 by , 9 years ago
Nice work! Maybe you could add/move some fishes as the current placement is quite regular. The map still has plenty of trees, but if you don't want to remove some more that's fine too.
comment:22 by , 9 years ago
Oh, I remember that map. It was all about rushing the only place that had wood with a dock. As there was no wood near the CC, you could only gather it with females and hardly do any fields and houses. Having sea trade from the beginning on helped, as it only cost metal. Was fun.
The current version looks more playable and well balanced. But I think there are still way too many trees and they could be reduced by the factor 2 in areas where they are really densely packed. Might be a big amount of boring work and we should include the map even if not optimized.
Can't see any shipwrecks, am I missing something?
comment:23 by , 9 years ago
Nope, actually they probably got deleted yesterday. I'm going to fix this.
by , 9 years ago
Attachment: | two_seas_6.3.7z added |
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comment:25 by , 9 years ago
Number of trees:
12506 <Template>gaia/flora_tree_cretan_date_palm_tall</Template> 199 <Template>gaia/flora_tree_cretan_date_palm_short</Template> 409 <Template>gaia/flora_tree_date_palm</Template> 437 <Template>gaia/flora_tree_senegal_date_palm</Template>
The other maps beside Gambia River have 1-2k trees (run the following script in the skirmish/scenario map path):
for f in *.xml do echo "$f" cat "$f" | grep tree | sort | uniq -c | sort done
Having the map run with 3 bots already freezes the simulation briefly every turn, although there are less than 100 units total on the map.
Indeed this is the first 6 player scenario / skirmish map, but I think this is still overkill. In case someone runs out of wood (unlikely) they would need trade anyway.
Using the wood as an obstruction to make some parts of the map impassable also doesn't work, as units can still walk between the trees. If you want that, you could make some unreachable plateaus in the middle of the wood, some rocks or maybe there is a way to add invisible obstructions. From the balancing point of view, I don't see the need for having impassable areas.
A small XML parser could be written that removes every tree if there is another tree within a given distance. Afterwards the entity IDs need to be recalculated.
comment:26 by , 9 years ago
There is no need for Id recalculations. At least not that I know off, I deleted all the crocodiles in my other map and that works just fine.
comment:27 by , 9 years ago
Owner: | removed |
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Status: | assigned → new |
comment:28 by , 9 years ago
Keywords: | review removed |
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Milestone: | Backlog → Alpha 20 |
Owner: | set to |
Status: | new → assigned |
I will probably try to finish them for A20
comment:30 by , 9 years ago
Keywords: | patch added |
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comment:31 by , 9 years ago
Milestone: | Alpha 20 → Backlog |
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Owner: | removed |
Status: | assigned → new |
by , 8 years ago
Attachment: | Corinthian Isthmus (4).zip added |
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Main job for Corinthian Isthmus (4) it's now playable but it's causing my computer to go in a deadlock for some reason
comment:32 by , 8 years ago
by , 8 years ago
Attachment: | two_seas_6.5.zip added |
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by , 8 years ago
Attachment: | two_seas_6.6.7z added |
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comment:33 by , 8 years ago
I'm fine with two seas (especially the few actors are nice).
But these two things seem weird:
- Not sure about the bridge, who would build that to connect some random stones?
- Tigers appear in asia, those elephants and zebras in africa, muskox in polar regions. If you want to use the african biome, you can place lions instead of tigers. (maybe replacing the text in the XML file is easier).
by , 8 years ago
Attachment: | two_seas_6.7.7z added |
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Replace tigers by lion and lioness. Remove the bridge.
comment:35 by , 8 years ago
Owner: | set to |
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Status: | new → assigned |
by , 8 years ago
Attachment: | corinthian_isthmus_4.1.7z added |
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Proposal for corinthian isthmus (4) screens http://imgur.com/a/iBUIx
comment:36 by , 8 years ago
Keywords: | rfc added |
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Milestone: | Backlog → Alpha 21 |
by , 8 years ago
Attachment: | corinthian_isthmus_4.2.7z added |
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I guess only the beaches textures are remaining and I couldn't find a good match, then there are the markov chains, but for that I'd need to write a python plugin I guess. * the amount of used textures seems ok to me, however the different textures types often have their own large area which leads to visible repetition in a few cases * In case of the beach, coral and cliffs a few more texture types would be nice :) * The Acropolises are quite straight up and high, can you smooth them a bit to make it a bit more natural? (it shouldn't become passable though) ? * I like the detailed 'spots' you've put across the map. :) * Can we run the map through a Markov's chain to place some additional actors :P * I think I would desaturate the water color a tad to reflect the cloudy sky. 204060 worked for me (though feel free to adjust, also because I don't have post processing enabled) * Overall a very promising map, I definitely see this one ending up in the game! :D Screens: http://imgur.com/a/oct50
comment:37 by , 8 years ago
Corinthian Isthmus (4):
- Trees are placed equidistant. Players might miss forests on first sight. Is that realistic for that region in greece? Couldn't find pictures of it.
- Lighthouse: It seems weird to have a ptolemian lighthouse with a massive stone foundation placed on parts of a wooden bridge. It would have probably been constructed on the stone itself. If the size of the bridge cant be reduced, that hill would have to be moved further away.
- Many areas still seem empty. There should be some highlights (placing a random campfire is one trick, but that works at most for one area per map).
comment:38 by , 8 years ago
Two Seas (6) seems good to me, though one still may not look at the used species and their natural area (date palms from creta (mediterranean), elephants and lions from africa, muskox from polar regions. The muskox should probably be replaced by wildebeests / gnus.
by , 8 years ago
Attachment: | skirmishes (1).7z added |
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Version using niektb's advice, I'm not sure I uploaded it elsewhere.
comment:40 by , 8 years ago
I think moving the lighthouse and that stone further away so that the stairs just border the bridge should look much better and shouldn't be that hard to paint.
Couldn't find good pictures of landscapes of that area. Those that I found didn't seem to indicate that particular kind of equidistant tree distibution. Perhaps some areas could become grasslands, others tiny to medium sized, dense forests, while many other places still keep that equidistant distribution.
You should take a look at the other skirmish variant of this map and take some inspiration with regards to forests and ground texturing. The patch below the civic center should be adopted f.e..
comment:41 by , 8 years ago
I'm not really sure on what you mean by equidistant tree distribution. At least I did no such thibg itentionally.
About grassland and other dense forests why not though it's a big map and I didn't want too much trees.
About the lighthouse I'll see what I can do.
About the ground below the Cc: dully noted
Sorry I haven't answered earlier I didn't get around Atlas was only workibg with itms on that map for 4193.
comment:42 by , 8 years ago
Adding few hundred trees shouldn't be an issue, adding 12k would be one though. There should be some clumps of actual forest IMO and grasslands would help with the performance and appeal.
comment:43 by , 8 years ago
Keywords: | rfc removed |
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Milestone: | Alpha 21 → Backlog |
comment:44 by , 8 years ago
Keywords: | rfc added |
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Milestone: | Backlog → Alpha 22 |
comment:45 by , 8 years ago
Better. Still think some parts look sterile, for example I can't find a single bush actor. Take a look at corinth isthmus (2) for the shoreline, there should be more than 1 texture.
The map also looks very big, more like an 6-8 player map. Scythetwirler had an idea of some player starting with a civic center, others without, which would be one way of coping with this, but I don't know if you can steal his idea :D
by , 8 years ago
Attachment: | dull_shore.jpg added |
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comment:48 by , 8 years ago
Summary: | Unfinished Maps → Unfinished Skirmish Maps (Tuscan Acropolis, Two Seas, Corinthian Isthmus) |
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Fixed the thracian black cloak template as the dupe linked in the map had been removed. Fixed player order from 3412 to 0000 (teams can be chosen arbitrarily as it's a skirmish map). Created map preview image. Added "new" keyword.
Tuscan Acropolis was finished by r17011, so all three maps mentioned in the ticket are complete now.
Thanks for the maps!
Any updates on this so far?