Custom and Premade Maps

Discussion in 'Planetary Annihilation General Discussion' started by spainardslayer, February 4, 2013.

  1. spainardslayer

    spainardslayer Well-Known Member

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    Hey guys,
    So I was wondering if when the game is released, the game would have premade maps like in most other RTS's in addition to the randomly generated maps. Also, we would be able to download community made maps and play those. I always find it a bit easier to learn an RTS when me and the AI I'm fighting against are on even playing fields.
  2. KNight

    KNight Post Master General

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    Well, the whole point to the randomly generated maps was to save money, so I doubt we'll see any hand crafted maps, there has been talk of saving the "seed" for maps/planets/systems and being able to use those to recreate them for re-use.

    Mike
  3. FlandersNed

    FlandersNed Member

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    Yea, OrangeKnight is pretty much right on this one. There won't be any hand-made maps to save money, although I do think a few already-generated maps will be included with the game.

    The sharing of maps was also a point mentioned on the kickstarter page, so It's probably going to be in the game. A seed system works well, but we have no way of knowing what the game will use unless neutrino has a solid idea.
  4. neutrino

    neutrino low mass particle Uber Employee

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    BTW it's entire possible to hand make a map simply by manipulating the output of the planetary generator. It's also possible to simply model stuff and have that become a map as well. So it's really wide open.
  5. FlandersNed

    FlandersNed Member

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    Will the manipulation be through changing how the planet generator works in its code or changing settings in an interface like the one that was livestreamed?
  6. Pawz

    Pawz Active Member

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    From what I understand, the manipulation comes in that you can first generate the planets etc via a UI like the generator UI shown in the Livestream.. and then you can take that generated world and further tweak it, up to and including importing your own 3d models & textures into the map.

    Additionally, there will be plenty of hooks for scripted events and such for the more coding minded person.

    That, and whatever tools the devs use to make maps will most likely be released as well.
  7. coreta

    coreta Member

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    Please, no more pregenerated maps. I don't want to play SetonsClush 6 more years... :(
  8. Pawz

    Pawz Active Member

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    People played Seton's Clutch a lot because it was what they wanted to play, and other maps didn't suffice.


    Taking the map away doesn't change anything.
  9. coreta

    coreta Member

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    Well, on SupCom, players play often the same map. On Age of empires series, map were generated and the .players have to adjust their behavior and build order to win. I think it is the more interesting way to play.
  10. BulletMagnet

    BulletMagnet Post Master General

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    Did anyone tell you you're awesome?
  11. ozonexo3

    ozonexo3 Active Member

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    Good :)
  12. lophiaspis

    lophiaspis Member

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    Will there be a 'symmetrical random map' option if you want a fair, yet unknown, map? Will you be able to scale up the symmetry with the number of players? I.e. a 2 player planet with identical north and south sides, or a 6 player planet which is exactly the same on all 6 'sides'?

    Will there be a map editor where you can make your own custom maps by painting in land, seas and so on?
  13. neutrino

    neutrino low mass particle Uber Employee

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    I've definitely experimented with symmetrical maps. I'm not convinced they are necessary but they are easy enough to build.
  14. eukanuba

    eukanuba Well-Known Member

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    Symmetry is good for perceived fairness but I think it can be a bit of a copout. I can't help but think the symmetry on every map is part of what makes Forged Alliance feel somehow less real than TA.
  15. Pawz

    Pawz Active Member

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    I still think allowing the player to choose their start location is better than symmetry, especially in a 360 degree environment. Have some code to spray the same amount of mass spots around wherever you start, and voila, balanced start every time, no matter where you are.

    Then your start position becomes a strategic choice - pick a valley with limited access for a good defensive position, or perhaps a flat plain with lots of room to quickly expand in all directions..

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