Thrawn's Revenge

Imperial Civil War [Empire at War] => Discussion, Suggestions & Feedback => Topic started by: nightraven1901 on September 08, 2017, 01:07:06 PM

Title: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 08, 2017, 01:07:06 PM

***EDIT***
This thread now updated to span all mapping concerns and thoughts. If it pertains to mapping, I want to hear about it!
***EDIT***

Last one for the day. What can I say; I had a bunch of feedback to provide :)

I see your work on the maps continues, and very shiny work it is at that. However, it seems the build-pad population, which did have a very-much-appreciated spike a version or three back, has declined back to the almost saddening pre-mod levels on some maps. Now, I appreciate the AI loves to spam turrets (so do I, come to that) but I am fairly sure I found one ground map with legitimately no build-pads at all on it, and certainly plenty with two to four scattered over the whole map. Heck, one of the reasons I re-installed the newer version was to see if more maps had finally achieved a reasonable build-pad population density. While we're on this topic, I don't remember seeing a single, solitary spatial build-pad in the mod at all, much to my disappointment (I think they could serve well as ancillary defences, especially over poor border worlds). My poor build-pads; endangered, they have become...

I love to dig in (getting me off Nal Hutta in vanilla is literally impossible) and I love top customise. One of the joys of playing strategy games to me is to sim-city yourself a base that simply repels any assault. But I can't really secure myself as well without the generous allotment of build-pads there used to be. I also find that back-and-forth fights over the same territory are less engaging now as there's less chance to find an abandoned defensive bastion left over from the previous occupation that remains standing despite being in enemy hands for a while, which adds some real depth to the strategic use of build-pads; locking down the rebel training camps so they don't screw you over during the next invasion, securing vulnerable landing zones at least long enough to pull some units to it without needing to have all ten ground slots filled first, providing you anti-air without the dedicated AT-AA unit (absolutely necessary to the other factions as the air units are difficult to counter with little on the ground unless you use AA turrets), and even sometimes winning the fight for you if you were diligent enough in sprinkling them around last time. Build-pads are good things and I wish there were more of them on most maps, preferably positioned with some occasional walls, and preferably bunched around bases (as they seem to be now, which is nice. Don't forget the power-plants and secondary base structure locations, though! I'd like a minimum of one, preferably three to five at my power plant site!)

Thoughts, angry complaints about my noobish tactics, etcetera; post below please. Cheers,
Title: Re: Build-pads: How many do we want, and where do we want them?
Post by: carpemark on September 14, 2017, 10:38:51 AM
Just voicing that I as well am a fan of build pads. Great for anti-aircraft support and more logistical movements. I also think the AI needs them to keep users from just surging all over the map. If anything the maps need to be tweeked to make it harder to move large number of units, and build pads placed in areas they can take down units better (AKA higher elevations, covering entryways).
Title: Re: Build-pads: How many do we want, and where do we want them?
Post by: Roachbugg on September 14, 2017, 01:46:53 PM
I find build pads to make the already tedious ground combat even more tedious as the AI has a tendency to run around the made in circles building crap behind them. This is ever so much fun when all the AI has is that single infantry squad and you have to invest far more resources than should be necessary killing turrets as you try and find it. EAW land battles are annoying enough having to play constant hide and seek build pads add to that. If the AI didn't want to pinwheel around the map building turrets and I dunno actually defend their bases with them I wouldn't mind them. Honestly, I'd love a GC in ICW that was space only. 
Title: Re: Build-pads: How many do we want, and where do we want them?
Post by: nightraven1901 on September 14, 2017, 02:19:51 PM
Thanks Carpemark, and fair point Roachbug, but I honestly don't think that's so much a build-pad problem as an AI using scouting AI script in ground combat coupled with no intel on the ground problem. I'd like to see a half-hour timer until the ships you have in orbit establish direct sensor coverage over the entire battlefield (or less than half an hour. Probably less, now I think on it) to help prevent that exact tedium. That said, the AI will use the buildpads if added- though I kinda have to agree with Carpemark about the AI not being able to hold a base worth a damn without them. Maybe just focusing them. Of course, if you had the ability to see the damned things and the infantry squad spawning them, maybe the problem would be sufficiently alleviated, seeing as you don't need to actually kill turrets to win and bombing runs are normally good enough at nailing lone infantry squads once you can see them. A counter strategy is to employ more buildpads, with the much improved sensors, so you can scan them down without needing to remove the advantage from the defending AI. Not really my call, but I want to see more of the map considering I have a bunch of warships in orbit.

Trying to find a non-steam copy of the perceptionfunction.dll file from a CD copy of the game so I can run the mapmaker (or other assistance to get the bloody thing working) any help would be much appreciated, I would like to submit ground maps for the purposes of reducing duplicates and making this mod as awesome as possible. Happy posting folks!
Title: Re: Build-pads: How many do we want, and where do we want them?
Post by: briG on September 15, 2017, 01:52:27 AM
I'd prefer some around choke points on the map, but some maps just are quite large and have far too many. They always give me a bit of pause when I am at the point where I can drop massed ground Starfighters and destroy everything that isn't a turbolaser tower or another AA unit without taking losses. Which is a good thing.
Title: Re: Build-pads: How many do we want, and where do we want them?
Post by: nightraven1901 on September 16, 2017, 10:15:27 PM
I'll keep that in mind, thank-you briG. I'm actually trying to make my first map for the mod now; I'll be sure to focus more buildpads into the natural choke-points for efficient turret manufacture. While I have everyone here anyway, what are thoughts on buildpads near power generators? I personally would bury the things under six of them if I wan't aiming to make the maps appealing to other people too; seeing as that is now a design priority how many do people want to see around the average power generator? I'm thinking minimum one, up to four, but I can be swayed by good arguments. Also; in an effort to end the f***ing tedium that is chasing one bastard pack of stormtroopers around, I was thinking of doubling or even tripling up on abandoned sensor arrays, thoughts and comments both welcomed and requested. Might not do it everytime; don't want to try to fix an issue that Corey is planning to fix with buildable sensor nodes and such, but, still- I'd like to hear your thoughts.

You know what? Screw it. Let's call this the master mapping thread, and we can all dump mapping thoughts and suggestions or complaints here. It'll help me collate your ideas. Cheers!
Title: Re: Build-pads: How many do we want, and where do we want them?
Post by: Roachbugg on September 16, 2017, 10:49:32 PM
I don't mind build pads around the power generator and id say 2-4 so you can have 2aa turrets and one each AV and AI. What I don't want anywhere near the power gen is the shield generator or any of the turbolaser towers. Not being able to bombard or bombing run the power gen to keep from suffering losses to Turbolaser towers is always annoying. Honestly, i never understood why there is fog of war on ground maps. I have ships in orbit with sensors that should be reylaing realtime enemy troop movements to my boys on the ground. So I'm all for Sensor arrays, in fact, place them right behind the Initial LZ. Shouldn't be FoW on ground maps anyway.

Some other things I would avoid. Don't scatter base structures all over the map group them in a centralized base. It's supposed to be a base not a smattering of military facilities spread over a kilometer of ground with no way to efficiently provide support for each other. No sensible commander would lay out a base like that anyway but some of the vanilla maps especially are really bad about that. Also, try and keep from making enormous maps. That's ok for a skirmish map where you may have multiple players throwing down. But for a GC map where you already have to fight potentially hundreds of tedious ground battles chasing that final infantry squad around the map with the benny hill theme playing in your head is even worse when the map Is huge. Small straightforward maps with a couple different angles to attack a base from being ideal.

Any way that's my two cents on map design.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 16, 2017, 11:37:46 PM
Thanks Roachbugg!It's my pleasure to report that my initial efforts are already following your requests to the letter. Most base structures are located in a single base, covered by the base shield generator, and they even have walls (which takes an age to place cell-by-cell, but it's worth the effort) around them and build-pads walled into each entrance- like a real military base might have :) . The base power generator is very nearby, but not covered by shields or the turbolaser towers themselves, so a decent commander should have no issue finding the back door and sending some stormtroopers to sort it out (as much as my general's sensibilities tell me not to do that. Bury it right under the shield... Right next to the forward turbolaser towers... NO!!! Bad brain!!! Do not succumb to the dark side!!!) As for those sensor arrays- one for the defender, easily reached from base, and one in neutral territory, was my plan. I did not wish to hand it over at mission commencement for fear of cheating those defensively-minded players like myself- so I was going to situate it between both sides, so there was at least a hope of keeping it from the AI if you'd dug in enough troops- but do we want them literally next to the spawn point? I mean, the old mechanics can be damned; I agree I should have full sensor coverage from my ring of conveniently-sensor-equipped warships- but my fear is weakening the defensive aspect if they are a stone's throw from the attacker spawn marker.

Best be quick if you want it to affect the first map though. I've laid in a lot of groundwork- another day and moving things is going to start getting tricky.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Roachbugg on September 17, 2017, 02:25:38 AM
Pretty sure the AI having the sensor node doesn't actually affect the way they behave. Pretty sure they can always see your stuff FoW be damned, but that bears testing.  I know in most Strategy games the AI simply cheats such things like scouting are just something they pretend to be doing. You'd have to ask Corey or one of the Mod team if the AI had the sensor relay affects their behavior. I haven't noticed them acting any differently when they have it.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 17, 2017, 04:18:47 AM
Ahh, but it does affect one very noticeable thing. The AI is constrained to calling in bombing runs and bombardments to areas they can presently see (as of vanilla; unless the logic has been changed) and seeing as I'm building a very obvious bombing run target zone with the base power generator in it, and a dedicated artillery overwatch position which would also react badly to a well-placed volley of proton bombs, I don't want to give them the capacity for an instant strike without seeing how people feel on the matter. I personally would like to place the sensor array further away, but I will bow to a consensus of the many if they want it next to the initial landing zone. I don't worry too hard about the base structures, they're covered by the shield generator; but the power plant being visible would limit any defence to the time necessary to cooldown two bombing runs.  A difficult decision...

I gotta sleep anyway; no more mapping tonight. While I sleep I shall leave all you to ponder: where do you want your sensors? Also, I must refer people to the original query too; the second I figure out which buildpad object to place for galactic conquest maps there will be some buildpad procreation and I'd like to know where to reign it in. I am currently thinking dual walled turret emplacements either side of each main path to the base, backed up by a heavier checkpoint bearing the same configuration and flanked by twin turbolaser towers (don't worry, real generals shouldn't need to fight their way through this), with the general access pathways being guarded by single buildpads either side at regular intervals. This allows the attacker to bunker in at any point during the attack, holding the pads they've claimed, and the defender to establish multiple lines of retreat and resume the defence from whichever the tactical situation calls for. Again, I will be swayed by good arguments and/or a general consensus.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: TonPhanan on September 17, 2017, 07:00:53 AM
Biggest question to me: How do I create 'platforms', meaning a texturizable level floating in the air? I've seen it before, like with the base on the Bastion map, but I really can't wrap my head around how it's done :|.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 17, 2017, 12:50:07 PM
Y'know, good question Tom. I'm actually not familiar with how that's done myself, but I imagine Corey will tell me about the things I'm missing when I give him the first map and prove I'm not talking a bigger game than I have. I'll remember to tell you once I figure it out. That bridge mechanic would be very useful for me on urban maps; bridges let me do cool stuff like have more verticality in battles. This editor is just a little new to me (but surprisingly user-friendly. She even auto-saves, much to my aggravation) so I'm not exactly flush with all its tricks yet. Give me time and I'll learn :)
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Slornie on September 17, 2017, 12:57:56 PM
As I recall it's clever perspective and use of props. Your "texturable level" is actually the ground level, and you create a "hole" in the terrain (essentially a form of null texture, I think) beneath which you dress props to make it look like your bridge/whatever.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 17, 2017, 01:06:22 PM
Ohhhh; I see... That'd be tough to use for maps where the actual ground was visible, but still. Hmmm.  More food for thought; cheers Slornie!
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Slornie on September 17, 2017, 01:08:43 PM
One way to get a handle on things like which props and markers are used and how someone achieved a particular effect is to just open up said map as an example.  The Bastion map was made by Corey, and one of our previous resident mappers wrote this tutorial (http://www.moddb.com/games/star-wars-empire-at-war/tutorials/enceladus-full-galactic-conquest-mapping-tutorial) for making GC-suitable maps.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 17, 2017, 01:21:38 PM
I did look over a couple of them at first, yes; just didn't think to check Bastion. I'm going to look up Khomm/Pantolomin; I am going to find out why my mortars and tanks insist on getting stuck after being called down (I think the issue is the reinforcements will be placed in terrain cells the unit can't move in, so it doesn't move at all in compromise) and make absolutely bloody sure that it isn't a thing on my map. I'm also smoothing the hell out of terrain around reinforcement pads, just to be safe. OHHHH; right. The existing maps will have the correctly-set buildpads, too. I know what I'm doing next! Cheers Slornie!
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Corey on September 19, 2017, 12:05:16 AM
Yeah, platforms like that are all done using the terrain, then you paint a hole texture on any walls you're not going to use and build in new props to fill in the hole. It's incredibly tedious, but you can get some good effects. I did some okay ones, but I think the best looking one in the mod was Qui's on Kuat, the bridge leading up to the base, since he used rock props and river particles to make a ravine under it. even on a map like Bespin, where you're texturing a lot as holes, you should do it by loading a heitmap made in Photoshop with the platforms at one height and the null areas at another, so the minimap registers properly (if you look at our old Corellia map I think it was, the minimap was useless)

Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: TonPhanan on September 19, 2017, 07:34:21 AM
Thanks for the replies, guys. Yeah, figured that much, I was just holding on to the hope that there was a better workaround that I somehow overlooked ;D. For the beginning, I'll stick to some 'simpler' concepts like Dagobah, but at one point I'd love to remake something like Coruscant, maybe using custom props to fill in some of the blanks... but before that I need to get a hold of 3dsmax9, which is nigh impossible nowadays, hehe. Fingers crossed that Petroglyph will have some mercy and re-release the ALO-tools for a more modern version or make it a standalone converter, one can dream ;>. The most impressive use of creating the illusion of multiple 'terrain levels' I've seen so far must've been on one of the maps coming with AotR, UTAP. How they've missed to make the engine capable of doing so in a game which literally plays in space still eludes me though :D. For the moment, I'll stick to study some of the maps and - hopefully soon - will be able to produce some nice looking results.

I don't wanna squeeze you guys that much, but if I'm allowed I'd like to ask another question: Is there an easier way to create, let's say, 45° slopes or ramps, than fiddling around with the height tool until I'm tempted to punch my monitor?

This editor is just a little new to me (but surprisingly user-friendly. She even auto-saves, much to my aggravation) so I'm not exactly flush with all its tricks yet.

More like this editor is limited af ;D.
 
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Corey on September 20, 2017, 01:58:49 AM
Quote
The most impressive use of creating the illusion of multiple 'terrain levels' I've seen so far must've been on one of the maps coming with AotR, UTAP

UTAP?

Quote
Is there an easier way to create, let's say, 45° slopes or ramps, than fiddling around with the height tool until I'm tempted to punch my monitor?

You can create the entire heightmap for a map in Photoshop, then import it into the map editor if you wanna avoid using the height tool, but that's it.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: tlmiller on September 20, 2017, 12:34:11 PM
Maybe meant Utapau?
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: TonPhanan on September 20, 2017, 04:07:35 PM
Maybe meant Utapau?

I used the file name, but sounds right - I can't check right now though, I'm not at home. They basically used a custom prop to  create thst chasm in the middle of the map, in a way that I had to click on it to determine it's not the real thing :D. That's also why I was kinda sad that building custom props is so damn difficult nowadays, let alone all the missed opportunities with many of the planets, for which Petroglyph almost always used the same props. I think much of the dislike for ground battles stems from the maps usually being bland and almost carbon copies. they wasted a lot of potential there :\.

Thanks though, Corey, guess I'll just need to practice :).
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 20, 2017, 07:33:46 PM
I'm just realising a lot of things now as I go. Burying structures into the edges of terrain to make the neat slopes, overlapping the terrain with them, or bringing spires of terrain invisibly up through the middle of props to use their upper surfaces as terrain. I was wondering if there's any way to over-ride the minimap terrain shaders; some maps show lower ground as being bright blue, meant to signify water, even though they're clearly above ground. Does the terrain need to be a distance above zero to ensure the map doesn't try to see these sections as water, or is it something else?

Thank-you Corey for weighing in. While you're here, if you have any thoughts on mapping or Pantolomin in general, hit me up. It's your mod after all; I could save some serious effort by making sure I don't place factories or other stuff you absolutely don't want to see there (I was going to ditch on old Rebel factory on a small island next a mining facility, to reward a little micro- go over there with an amphibious transport and infantry and it'll give you some cash and a company of swamp speeders for your exploration) also, unless there's any complaints (or the engine will just die, unable to make sense of it all), I did put an extra shield generator in th city, and an extra power plant, to make it look like the rich tax-haven-exploiting elite of the universe are screwing your government for extra protection generally not seen off of Coruscant. This is just me trying to add some richness to a scenario; that said I may be off target, as I writer-aspirant I'm used to making the lore, not having to follow it.

Update: I am probably twelve percent done at making my test map, mainly because the city area, meant to represent the high-income elite place to stay, not unlike Aspen or Hawaii, is taking a lot of time to make neat. It's also a little bit too... Ninety degrees square, if you catch my drift? So it needs some more massaging, much like the hills. I think I'm doing alright considering this is my first attempt using the editor- but everything I do takes a very long time. Building a small city, meant to look pretty and upper-class? Could be done in around twelve hours in minecraft for one draw distance, two days if it was stuffed with triggers and effects. I spent all of yesterday making one and I'm still not done; each wall has to be slid into place with the care and attention-to-detail normally reserved for docking a space shuttle. That said, these areas I've done first, being the base and city, are easily the most detailed and precise parts- I should be done in a around a week.

Any lore or other info for Pantolomin? Post it. More lore equals a better represented map, ;)
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Corey on September 21, 2017, 12:24:21 AM
I used the file name, but sounds right - I can't check right now though, I'm not at home. They basically used a custom prop to  create thst chasm in the middle of the map, in a way that I had to click on it to determine it's not the real thing :D. That's also why I was kinda sad that building custom props is so damn difficult nowadays, let alone all the missed opportunities with many of the planets, for which Petroglyph almost always used the same props. I think much of the dislike for ground battles stems from the maps usually being bland and almost carbon copies. they wasted a lot of potential there :\.

Thanks though, Corey, guess I'll just need to practice :).

The prop you're talking about was made by Petro the base game Utapau map (unless AotR has changed it from when I last saw it- it's definitely how the base game map worked)
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: TonPhanan on September 21, 2017, 05:47:12 AM
The prop you're talking about was made by Petro the base game Utapau map (unless AotR has changed it from when I last saw it- it's definitely how the base game map worked)

Whoops, seems like I have to stop bashing Petroglyph that much, at least a little ;>. Been a while since I last played the base game, I really couldn't remember... still, it's a nice map to learn from.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Corey on September 21, 2017, 01:44:23 PM
There's a lot you can criticize in EaW, but I really don't think map design is one of those things, especially aesthetically. I've not seen any maps, from any mods, which have ever really come close to being as good as the base game maps (especially in base EaW- I don't love some of the FoC maps, like Muunilinst, because they jumped on the bigger is better train that a lot of mods, including us, fell into). Ground battles are bad because of other reasons. Sure, there wasn't much extra prop variety for other people to create new maps with, but really, making extra assets so other people can make maps isn't really their problem, and people barely used what was there anyways.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: t78 on September 21, 2017, 01:53:54 PM
I'm not sure if this question is the right one for this thread, but it is mapping related, so here goes. Is there an ideal type of map, or can there be some with lots of narrow corridors (i.e.: Coruscant), some with lots of flat open plains (Chandrila?) and some in between? The former seems good for foreward firing tanks, the latter for hover-tank manouvre warfare. However, many might say that flat maps, even a few in a galaxy of more diverse maps, are boring.

Here is the killer question: Is it possible to make a map with some flat open spaces, but keep it interesting?
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: TonPhanan on September 21, 2017, 02:12:07 PM
There's a lot you can criticize in EaW, but I really don't think map design is one of those things, especially aesthetically. I've not seen any maps, from any mods, which have ever really come close to being as good as the base game maps (especially in base EaW- I don't love some of the FoC maps, like Muunilinst, because they jumped on the bigger is better train that a lot of mods, including us, fell into). Ground battles are bad because of other reasons. Sure, there wasn't much extra prop variety for other people to create new maps with, but really, making extra assets so other people can make maps isn't really their problem, and people barely used what was there anyways.

Of course, it wasn't the major problem ground battles had, more the horrible/cheap balancing, but I personally felt that the uniqueness of many planets didn't really come out the way I would have liked it. Dagobah or Dathomir, for instance, didn't look like they were supposed to look (at least in my eyes), making me feel more like I'm about to visit forest planet no. 14763 than the iconic landscapes described in many novels and the movies themselves. Still, they didn't do an overall bad job and it was still enjoyable, but, as another example, what you guys did with the space battles (raid fleets concept e.g.) could have complimented vanilla in so many ways... and of course, I'm nitpicking, but I feel like exposing any shortcoming, however small it may have been, in a forum for a mod dedicated to make EAW an even better game, is warranted, isn't it ;>?
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 22, 2017, 01:32:04 AM
T78: There are certainly basic precepts that are both normally followed, and generally are wise to follow for good measure. According to the guidelines in the map-maker tutorial files that come along with the mapmaker, and those found on the official sit where you get it from, your maps should have at least two approaches to the main base, to permit flanking attacks, as is seen on the Eriadu base game map (and most others in vanilla. They do follow their own rules), seven base build slots, even if the ground base isn't intended to have that many ground build slots, so you can move your buildings around. It requires some perfectly open space to serve as reinforcement points- failure to properly accommodate these with flat terrain can lead to ground units getting stuck on when you call them in. There's a lot of basic stuff you can find if you google "sweaw map editor tutorial."

That said, there's no single "perfect" map. I'm doing my best to create interesting and rewarding maps to play that work, look good, and support strong decisions- in exactly that order. Placing a base and an attacker entry point are first- this lets you see the avenues units will use to either attack or defend. Then place other structures and buildables and such to suit the terrain. A mix of open and tight space offers tactical opportunities, so I'm aiming to mesh both, with larger open areas and tighter city streets and ravines to traverse. An excessively open map makes it harder to find enemy units as there's so much space to get lost in- too little open space and they won't be able to move effectively, or in extreme cases, get stuck. So there's something of a balance to strive for with terrain open-ness.

But before that, you have to make sure the map works and the placement of things makes sense. You may not appreciate how much you can change a map by moving one structure on it. Example: The buildpad guarding the open water on aforementioned Eriadu. Take that away and waterborne attack are extremely difficult to repel, even though you didn't add more water. On the same map: move the base out of the city, and the defender won't feel like they're under so much early pressure. Any change affects how the map plays- a lot of maps that are annoying just need a few tweaks to be made far more satisfying to play. Bunker pads at the end of dead-ends moved to choke points, reinforcement points that are currently broken can be fixed with little effort once detected. It's really these things that decide how the maps are to play, not how open they are, in a lot of cases (there's one in the mod that's FAR too open; a desert map with a single assault avenue to the map's east, and all four reinforcement points in a huge open plain. I dislike this map for being too open, but it's an extreme case. It could be absolutely remedied by the addition of one, maybe two, abandoned sensor platforms. Seriously; that one change and the problem would just melt away.

I hope this helps, mate. Please, hit me up if you have any more questions. The more people know about the mapmaker the more likely some other folks will start mapping, which would make me happy. Also, a huge long shot but I don't want to pester Corey again, so: do you have any idea how populous Pantolomin (Panto Prime) is? I have trawled every lore source I know about and can't find much of any lore, let alone a query so specific. But, in this place I'm surrounded by people who know even more about Star Wars than I do, so maybe I'll get lucky :) Just want to know how densely to scatter civilian spawners.

Tom, Corey- sorry to interrupt,
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 22, 2017, 01:36:53 AM
TomPhanan: I agree there was a slight lack of uniqueness to some of the maps, but they only had so many models to work with. I have to second Corey's opinion here- the base game maps were really good. I still remember several of them fondly- Coruscant, giving me extra shields and power. Mon Calamari- defenders paradise. Just like Nal Hutta. Kessel and Dagobah: both uniquely sparse in comparison to the other maps. Though, with a few hundred more props to place, there could have been some room for improvement.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: briG on September 26, 2017, 02:53:50 AM
One thing I did particularly think was neat about Mon Calamari(or does ICW have a version of MonCal? idk)  is that you could go in the backside of the defender base using repulsorlift vehicles and get at their power generator that way.

Unfortunately air units trivialize ground combat in GC. Skirmish can be fun though.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 27, 2017, 07:55:12 PM
Tom: I don't think the map editor is too bad for a dev tool. She's a pain, naturally- and every bloody autosave makes me drop a patch of soft rocky ground onto my clean and immaculate roads- but she gets the job done. I'd like more assets for it- a cafe fresco prop would be nice, a few normal houses, a few farm props to make crop fields, a bunch of knick-knack props... But as is she works. She even crashes rarely- about once per day is my standing average (and I am abusing the poor girl; every day of texturing seems to increase the time needed to save or load... I'm around the load time of Belsavis right now, which is bad). I dunno; it is a tool never meant for public release. I'm pleasantly surprised by it; I've seen far, far worse in my travels.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: TonPhanan on September 28, 2017, 09:47:33 AM
Tom: I don't think the map editor is too bad for a dev tool. She's a pain, naturally- and every bloody autosave makes me drop a patch of soft rocky ground onto my clean and immaculate roads- but she gets the job done. I'd like more assets for it- a cafe fresco prop would be nice, a few normal houses, a few farm props to make crop fields, a bunch of knick-knack props... But as is she works. She even crashes rarely- about once per day is my standing average (and I am abusing the poor girl; every day of texturing seems to increase the time needed to save or load... I'm around the load time of Belsavis right now, which is bad). I dunno; it is a tool never meant for public release. I'm pleasantly surprised by it; I've seen far, far worse in my travels.

I'm kind of exaggerating a bit, of course ;>, though the height tool is a pain in the ass, hehe. Regarding props - yeah, more variety is always nice, but I understand why they only have their limited assets, since, as you said, it was most likely primarily a tool used by their dev team and only second meant to be released to the public (and why waste time and money on stuff you ain't gonna use anyway). The only frustrating aspect about that is the lack of options regarding creating your own props, since the alo-tools aren't supported anymore. I also trashed 2 or 3 maps already due to the fact that 1) they came out too small or too big and 2) I went a bit overboard with details ;D. Though it feels nice to do some stuff like that again, haven't touched these kind of tools in years. Only had it crash once yet, but I'm not sure what caused it, maybe some sort of overflow. Hopefully, and if I find some time the next days, I'll be able to finish my first map - I'm also curious what you came up with :D, happy mapping!

EDIT: BTW, is there some sort of spreadsheet somewhere, with all the new planets added by ICW that would need a new map?
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on September 28, 2017, 08:15:25 PM
I wish very hard there was a list, but the planets requiring replacement maps are not currently determined. My strategy is to pick a map that I saw repeated and go from there for the time being. And I had a very similar trouble to you- first map was excessively large, and the second is just starting to develop now- I am slow, because my methods involve a significant amount of reiteration- and then testing, and retooling, and such. Making absolutely sure the spawn locations work as intended and other basic requirements were met is a hard priority- I will be taking my sweet time on it. And naturally you're exaggerating a bit mate- all cool,
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Slornie on September 29, 2017, 12:06:40 PM
I believe Corey and I will be going through the planet lists at some point (for both ICW and FotR) to identify where additional maps would be useful - either specific planets which deserve bespoke maps or more generally planet types/biomes which need more variety.

One thing to bear in mind when working on your maps is things like civ spawns can restrict where a map can be re-used - not only in terms of species (Bothan, Mon Calamari, Ewoks etc) but also factional affiliation (some planets were very pro or anti- Empire even decades after Endor).
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: TonPhanan on September 29, 2017, 12:49:30 PM
I believe Corey and I will be going through the planet lists at some point (for both ICW and FotR) to identify where additional maps would be useful - either specific planets which deserve bespoke maps or more generally planet types/biomes which need more variety.

One thing to bear in mind when working on your maps is things like civ spawns can restrict where a map can be re-used - not only in terms of species (Bothan, Mon Calamari, Ewoks etc) but also factional affiliation (some planets were very pro or anti- Empire even decades after Endor).

Okay, thanks for the info. I'm gonna restrain myself and do some more generic themed maps first or - if - only the ones I have a good idea (or at least what I think is one) for. Though, first and foremost ;>, I'll finish the one map I'm currently working on to show it to you guys, if it even fulfills your standards ;D and fits into your overall concept. I hope that I can streamline the process in the future to approach mapping a bit more effectively, so I won't spend half a decade creating a single one... thank the force xD for Wookiepedia though, it actually helps a lot evaluating what could fit and what not.   
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: nightraven1901 on October 10, 2017, 06:19:49 AM
I have brought a map to testing phase. Though I'm not precisely sure how to test a GC map without messing with my install, I figure it might be worth providing a link to the .ted file for any critique you guys may have: https://www.dropbox.com/s/3k86h47yz516cjp/City%20Test%20Map%202.ted?dl=0 Considering this is my second map in this editor, I don't think I did too badly- and obviously this is just entering testing and therefore subject to change.

Thoughts, people?
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: TonPhanan on October 10, 2017, 11:46:40 AM
You could just replace an existing one or edit the planets.xml, if I remember its name correctly.
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Rinnosuke on November 02, 2017, 06:59:51 PM
Is it possible to give a prop passable terrain? For example use XML or LUA so a bridge prop can be placed and have units walk across it? Or maybe "paint" the passable terrain onto the object as its own layer. I think paint would be better since units would be limited to the middle or to a path. If the whole object is passable units could do wonky pathing on the sides or underneath it (upside down).
Title: Re: Master Mapping Thread: (Formerly "Build-pads: how many...")
Post by: Corey on November 03, 2017, 02:49:01 AM
No, you can't do that, you can on;y have stuff walking on the actual terrain. You have to turn the terrain into the bridge, use the hole texture so the bottom is see-through, and then use props to fill that hole.