Changes between Version 3 and Version 4 of List:_Maps:_Intro


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Timestamp:
Sep 17, 2009, 10:46:50 PM (15 years ago)
Author:
Erik Johansson
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  • List:_Maps:_Intro

    v3 v4  
    99== 2. MAP GENERATION ==
    1010[[BR]][http://0ad.wildfiregames.com/~gamedesign/Level1Images/MapTerrainElevationRepresentation.jpg Representation of biome elevation profiles][[BR]][[BR]]Maps are either generated by a Random Map Script ('''RMS''') or custom-built from scratch in the '''Scenario Editor''' (either using a randomly generated map as a starting point, or beginning with a blank land or water map).[[BR]][[BR]]Either way, a '''Scenario''' (map) is generated, which can then be saved and strung together into a '''Campaign'''.[[BR]][[BR]]
     11
    1112=== 2.1. Biomes in Random Map Scripts ===
    1213[[BR]]The different types of Random Map Scripts each define a filtered packet of elevation meshes for land ''Lowlands, Midlands'' and ''Highlands'' and Ocean Floor, terrain textures, and geology, fauna and flora objects that portray certain geographical regions, called a '''biome'''. Elevation range, terrain textures, and environmental gaia objects are specified and standardised for 'regular' RMS map categories/types ('''''See: paragraphs 3.1 through 3.9, below''''') to be developed and supplied with the game. Climate (type, severity, and likelihood of weather) is also factored into the biome.[[BR]][[BR]]Since the assets available in a Scenario are filtered by the Random Map Script, this reduces the number of assets that have to be loaded into the memory.[[BR]][[BR]]The scenario designer or map scriptor may also select up to 10 ''Special Objects'' from those available for inclusion in the design of a customised scenario or a customised RMS map (although Special Objects are ''not'' included in regularised RMS mapscript biomes).[[BR]][[BR]]However in the Scenario Editor, the player can filter by a particular biome, or pick and mix as he prefers (as long as the end result doesn't exceed maximum system requirements). Biome restrictions can also be disabled in the advanced settings of the Scenario Editor, but at risk of being unstable to the end user. [[BR]][[BR]]Users will also be able to create their own custom biome packs from custom created textures and gaia objects or from the developer's content.[[BR]][[BR]]A biome pack is assembled from:[[BR]][[BR]]
     14
    1315==== Elevation Meshes ====
    14 [[BR]]
    1516 * Primary Elevation - Typically alloted to land ''Lowlands''--elevation basically at 'sea level' with only slight variation in rise and fall of the terrain mesh to +1 elevation. If Seasons are selected, terrain patch presentation may visually change dynamically.
    1617 * Secondary Elevation - Typically alloted to land Midlands--elevation basically hilly terrain with moderate rise and fall of terrain mesh. If Seasons are selected, terrain patch presentation may visually change dynamically.
     
    1819 * Quaternary Elevation - Typically for ''Water'' textures--elevation essentially at 'sea level' unless scripted to fall amongst Midlands as lakes. In some instances if Seasons are selected, terrain patch(es) may change dynamically, e.g., water turns to solid ice that units may move on during Winter.
    1920
    20 [[BR]]
    2121==== Terrain Textures ====
    22 [[BR]]
    2322 * Land Terrain Texture - Specifies the principal textures that will be applied to 'open land' that is not covered by another texture type(s), typically Dirt, Grass, etc...
    2423 * Water Color and Sub-Surface Texture - Typically specifies color and sub-surface terrain texture for oceans, lakes, and rivers. and lays the course on land terrains for rivers and streams at any elevations as may be defined as specified to a map category/type biome.
     
    2928
    3029[[BR]]A specified number of Terrain Objects may be scripted to the various texture types, dependent upon the prescribed map biome.[[BR]][[BR]]Each map biome is normally limited to a total combination of textural patch and gaia object types that will range from 100 to 120 in number, based upon 10 'gaia objects' per Texture, or up to 12 if Extra Textures are not utilised/specified.[[BR]][[BR]][[BR]]''Examples'': (hypothetical mapscript biome packet)[[BR]][[BR]]Land Terrain Textures:[[BR]]Assortment of 10~12 (dirt, sand, gress, etc...)[[BR]]----- Dirt 2[[BR]]----- Dirt 4[[BR]]----- Sand 1[[BR]]----- Grass 5[[BR]]----- Etc.[[BR]][[BR]]Water Terrain Textures:[[BR]]Assortment of 10~12 (ocean and riverine)[[BR]]----- Ocean 1[[BR]]----- Ocean 2[[BR]]----- Ocean 3[[BR]]----- River 1[[BR]]----- River 2[[BR]]----- River 3[[BR]]----- River 7[[BR]]----- Ice 2[[BR]]----- Etc.[[BR]][[BR]]Geological Objects: [[BR]]Assortment of 10~12 (rocks, waterfalls, mountain peaks, etc...)[[BR]]----- Settlement (special utility object)[[BR]]----- Rock 2 (consumeable stone)[[BR]]----- Rock 4 (nonconsumeable eye candy)[[BR]]----- Ore 1 (gravel)[[BR]]----- Ore 2 (vein)[[BR]]----- Cliff 3 (low--Lowlands to Midlands)[[BR]]----- Cliff 4 (high--Lowlands to Highlands)[[BR]]----- Waterfall 1 (low--Lowlands to Midlands or Midlands to Highlands)[[BR]]----- Mountain 5 (mesa--Highlands)[[BR]]----- Mountain 7 (pinnacle--Highlands)[[BR]]----- Mountain 9 (smoking shield volcano--Midlands)[[BR]]----- Etc...[[BR]][[BR]]Flora Tree Objects:[[BR]]Assortment of 10~12 (palms, evergreens, deciduous, etc...)[[BR]]----- Tree 01 (Lowlands)[[BR]]----- Tree 05 (Lowlands, Midlands)[[BR]]----- Tree 15 (Midlands, Highlands)[[BR]]----- Tree 22 (Midlands)[[BR]]----- Etc...[[BR]][[BR]]Flora Plant Objects:[[BR]]Assortment of 10~12 (bushes, flowers, etc...)[[BR]]----- Primary Plant - (some may wish to allot this as lowland)[[BR]]----- Secondary Plant - (some may wish to allot this as midland)[[BR]]----- Tertiary Plant - (some may wish to allot this as highland)[[BR]]----- Etc...[[BR]][[BR]]Fauna Objects:[[BR]]Assortment of 10~12 (animals, birds, etc...)[[BR]]----- Violent Animal 3[[BR]]----- Aggressive Animal 2[[BR]]----- Passive Animal 1[[BR]]----- Passive Animal 4[[BR]]----- Bird 3[[BR]]----- Bird 5[[BR]]----- Fish 1[[BR]]----- Etc...[[BR]][[BR]]In a perfect world, the player would be able to totally change the appearance of a map by simple applying a new biome to his map. [[BR]][[BR]]
    31 ==== 2.2. Custom Random Map Scripts ====
     30
     31=== 2.2. Custom Random Map Scripts ===
    3232[[BR]]Scripters can create their own Random Map scripts, although we will have to establish standards of filtering to ensure performance doesn't suffer from combinations of new and old objects. Generated Scenarios will be performance-tested when created for this reason.