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    A community effort on a map layout

    Scheduled Pinned Locked Moved Mapping
    60 Posts 11 Posters 6.6k Views 3 Watching
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    • JipJ Offline
      Jip @nine2
      last edited by Jip

      @nine2

      7bb1feb3-3149-427a-8e7e-c96e1a5cded0-image.png

      On half transparency

      57ed4e79-fe07-4e21-962b-6bbfa6c032ef-image.png

      On no transparency

      f92e9df7-4c6d-4d85-9acc-d4da42d6272f-image.png

      Zoom in, slightly

      b95cfbfc-f328-47be-8732-54c8a6324ffa-image.png

      Zoom in, more

      8846c387-4f67-43fb-bc6e-8fbf2701c87d-image.png

      Zoom in, mooorre

      What do people think, in comparison to:

      • Having nothing
      • Having just the impassable terrain displayed
      • Having impassable terrain + cartographic feeling (the height lines)
      • Having impassable terrain + heightmap feeling (more white = higher)

      Having half transparency (to have some of the aesthetics to remain visible) is no-go in my opinion. Its the bad bits of both worlds.

      A work of art is never finished, merely abandoned

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      • T Offline
        Tagada Balance Team
        last edited by

        Tbh most of these look pretty awful aesthetic vise and I wouldn't use them even in tourneys since it would just hurt my eyes in the long run (personal preference). The one I really like is the Impassable terrain + Cartographic feeling (the height lines) but with the red tuned down a lot (Visible but only slightly so it doesn't hurt the aesthetics so much).

        JipJ 1 Reply Last reply Reply Quote 0
        • JipJ Offline
          Jip @Tagada
          last edited by

          @Tagada how about this:

          41f7070c-1685-43a0-8836-b067df8a4b36-image.png

          A work of art is never finished, merely abandoned

          1 Reply Last reply Reply Quote 2
          • JipJ Offline
            Jip
            last edited by

            And another question: should it be visible throughout the entire game, or just the first few minutes? And is that for the impassable terrain, the height lines, or both?

            A work of art is never finished, merely abandoned

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            • B Offline
              Blodir
              last edited by Blodir

              I don't like the red lines, they are too obtrusive and the unpassable terrain can be identified from the rocky texture anyway. Heightlines might be interesting but they need to be very subtle (much lighter than in the pic). I think the heightlines could be part of the map no LOD or timers.

              (Jip requested me to post my opinion on the thread)

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              • JipJ Offline
                Jip
                last edited by Jip

                After speaking about it with a bunch of people I agree that the red hills are too hard on the aesthetics. While at the same time the rock texture (or any other similar texture that clearly depicts the impassable terrain) is already having a similar function.

                1da6cdfe-4fd5-4e5d-bb9b-3afb5e68f51b-image.png

                I would personally find something like this useful - just to indicate where the terrain is bumpy and to determine whether there is a slope. It is only visible when you are completely zoomed out.

                It is a bit hard to see due to the resolution of the image, but once in-game it is well readable while not taking away too much attention.

                edit: more screenshots
                3d5b0c8a-f37b-4399-a437-b4910089a2e0-image.png

                fully visible

                baf7822e-7b7e-4b45-8740-3965317d64ab-image.png

                partially visible

                83d80879-9fd9-4d96-9721-5e0dffd90a32-image.png

                and gone

                Another edit:

                5c5dda10-941b-49e7-8278-e259b52106ac-image.png

                Excluding the hills, to keep them as bright as teeth

                A work of art is never finished, merely abandoned

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                • arma473A Offline
                  arma473
                  last edited by

                  Is there a way to toggle these red lines? As in: I could press "F10" and the red lines come on, press it again and they disappear? Or alternatively, when I hold down F10 I can see the red lines, and when I let go of the key, they disappear? Better if they fade in and out smoothly, over time, even if it's just half a second.

                  I wouldn't need to see these red lines all day long. I would probably only need to see them once or twice during the match.

                  If I had to choose between never getting red lines, or they are always in my face whenever I zoom out, I would prefer never seeing them.

                  And if they were toggleable, we could see them even when we are zoomed in more. You wouldn't have to zoom out just to check if a passage was walkable.

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                  • nine2N Offline
                    nine2
                    last edited by nine2

                    In my opinion the best one is the "no transparency" one. I realise it is ugly, but it is very functional. The idea is that people would glance at it, then turn it off. Decal visibility would be toggled by code ... there could be options for

                    1. when it is visible, what is the opacity (default to maybe 80% or whatever)
                    2. only display it at a certain user defined zoom distance (or never)
                    3. keyboard shortcut to toggle it on or off (in which case it would be on at any render distance).

                    with these settings anyone who didnt like it could basically get rid of it, or bring it back on demand only. For me I would experiment by having it on when the game starts then i'd dismiss it manually after a few seconds.

                    where the Strategic Overlay idea will shine is in mapgen where its not possible to know the map in advance, and also perhaps the map itself isnt that clear since it was generated not hand crafted for visual clarity.

                    but here's the hard part -> it would be nice if this feature was available for all maps. I don't know how (at runtime) create a decal based off a heightmap. I guess the java client could do it... it would read the heightmap, inject an image into the map folder, then rewrite the map file to include the new decal. That should be totally doable. Or, if someone was very clever maybe they could rewrite the cartographic shader to do everything we talked about it. It does have the heightmap after all.

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                    • arma473A Offline
                      arma473
                      last edited by

                      " For me I would experiment by having it on when the game starts then i'd dismiss it manually after a few seconds."

                      If the system is built to support it, you could probably even set up a UI mod to have it on by default iff it's a mapgen map.

                      Perhaps the map generator itself could generate the decal. Custom maps shouldn't need this. People should just make them with legibility in mind.

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                      • JipJ Offline
                        Jip
                        last edited by

                        If the goal is to dismiss it manually in the first few seconds of the game then there is no need for a toggle. I can just make the decal disappear after a given time, say 30 seconds, while you're building your first factory.

                        Having a toggle is possible if I make a PR for FAF that on pressing some key combination it checks the map folder for the decal in question. If it is there, it creates it. If not, it ignores the keyboard combination and adds a message in the logs indicating that it doesn't exist. One issue here is that a typical decal would be visible for everyone. E.g., an opponent toggling it to annoy the enemy. Creating a decal for person A and not person B will cause a desync. There are UI decals, but I haven't worked with them before.

                        Generating a decal at startup is something @Sheikah could do, especially for map gen maps. The node network is not complicated and is done in under a second. Generating and inserting them for non-map gen maps is a bit of a stretch in my opinion.

                        A work of art is never finished, merely abandoned

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                        • JipJ Offline
                          Jip
                          last edited by Jip

                          Update 4.0:

                          Meanwhile I've been working on both maps. Mauve is waiting on the final checks - after another discussion with @Leto_II the map will shortly be available in both the FAF and LOUD map vault. Once that happens there will be another post with all the PR pictures to make it shine.

                          3909724e-4976-4142-b255-22e75a677496-image.png

                          In Autumn, the map of Blodir, I've been studying the color nodes of World Machine. Add some experimentation to that and we have a breakthrough.

                          4dbba4d3-7ec3-42b5-954a-9d65b8051389-image.png

                          My understanding has increased a lot - these rocks are made out of a new color network that provide more control and flexibility. It is now a lot easier to fine-tune the colors. Throughout the week I'll be experimenting with various other places to add in colors such as for area's with rocks, trees, or roads.

                          eb1c7e0f-b2e7-44c7-b4dd-1e8ce1ccbaf1-image.png

                          This will allow me to tune the map a lot more - area's that have trees on them will have a different color pattern / properties than area's that had rocks on them. It will be easier to add visual cue's to critical gameplay elements, such as ramps.

                          edit: all the images taken are from the GPG editor, not the Ozone that makes them look slightly better.

                          A work of art is never finished, merely abandoned

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                          • tatsuT Offline
                            tatsu
                            last edited by tatsu

                            absolutely gorgeous results. this is earth under it's best light.

                            How to setup FAF on linux

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                            • archsimkatA Offline
                              archsimkat
                              last edited by

                              Leto's submission is looking scenic and natural, but also immediately readable. Nice work Jip, I am excited to play some 1v1s there!

                              1 Reply Last reply Reply Quote 1
                              • nine2N Offline
                                nine2
                                last edited by

                                I think the preview would be great for all maps, not just mapgen. Loki with and without the preview.

                                97110299-391d-4fb5-b719-b3e630df9a84-image.png

                                I think options and settings are a must, not some 30 second hardcoded thing. People will (quite rightly) object massively unless they can control it.

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                                • JipJ Offline
                                  Jip
                                  last edited by

                                  Then it is a bit out of scope for this topic - I don't have the time to make such an extensive PR 🙂 .

                                  A work of art is never finished, merely abandoned

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                                  • nine2N Offline
                                    nine2
                                    last edited by

                                    yes of course, i have derailed this entirely sorry

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                                    • JipJ Offline
                                      Jip
                                      last edited by Jip

                                      With pride I present Mauve designed by @Leto_II - the second of a series of maps in this topic! The map is available in both the FAF and LOUD vault. For more information:

                                      • https://gitlab.com/supreme-commander-forged-alliance/maps/mauve

                                      edit: apparently there was a map name in the post of Leto and I overlooked that. Apologies again!


                                      disclaimer: the map in the vault doesn't have any heightlines

                                      A work of art is never finished, merely abandoned

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                                      • JipJ Offline
                                        Jip
                                        last edited by

                                        Its been a while but lets get back at it 🙂 .

                                        Naamloos.jpg
                                        Naamloos-2.jpg
                                        Naamloos-3.jpg
                                        Naamloos-4.jpg
                                        Naamloos-5.jpg

                                        Looking at Autumn - an implementation of the design from @Blodir . We've had two sessions and the last one will probably emerge somewhere this weekend when the map will become available in the vault.

                                        Naamloos-design.jpg

                                        The layout is quite similar to the original design. It still requires a bit of tweaking where the extractors will be located exactly. I hope to finish that up this weekend. At the moment the big quest is 'filling the gaps'. There are some open area's in the map that I don't want to fill with trees, but there isn't much else to fill it with. Therefore I'm experimenting with how Blizzard designed the Starcraft II maps - small patches of detail in larger area's of nothing.

                                        The focus since last iteration:

                                        • The roads are now nicely marked with a combination of a stratum layer and decals
                                        • The cliffs are properly color-tuned
                                        • Color cue's are more correct
                                        • Props / marker placement

                                        Things that still need to be done:

                                        • Further prop placement
                                        • The center
                                        • The rocky areas

                                        And last but not least - after talking to @Valki he wasn't able to contact the original author. Therefore he made his own design and I'll soon be implementing that. Its a design based on Starcraft II meta / balance. More about that map later 🙂 .

                                        A work of art is never finished, merely abandoned

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                                        • JipJ Offline
                                          Jip
                                          last edited by

                                          Autumn is available in the vault 😄 !

                                          I'd like to provide @Blodir and @Leto_II an additional month for feedback on small changes, such as flattening terrain, moving an extractor slightly or adding / removing a few props. Once April ends the maps will be as they are.

                                          On top of that - I'm intending to making a trailer similar to the trailer for Archsimkats Valley for both maps:

                                          • https://www.youtube.com/watch?v=S3fvUrhhMsE

                                          If you have a replay that you think is epic feel free to message me the replay!

                                          Last but not least - time for a few adjustments for the map of @Tatsu and then onto the last design from @Valki .

                                          A work of art is never finished, merely abandoned

                                          ValkiV 1 Reply Last reply Reply Quote 4
                                          • ValkiV Offline
                                            Valki @Jip
                                            last edited by

                                            @Jip said in A community effort on a map layout:

                                            On top of that - I'm intending to making a trailer similar to the trailer for Archsimkats Valley for both maps:

                                            • https://www.youtube.com/watch?v=S3fvUrhhMsE

                                            If you have a replay that you think is epic feel free to message me the replay!

                                            Last but not least - time for a few adjustments for the map of @Tatsu and then onto the last design from @Valki .

                                            That is a great idea!

                                            However if I might, I think a scripted game will do more to make a good video. You discussed the intended and expected strategies with @archsimkat and the draft creators, maybe take that as a starting point.

                                            Have, for example, the draft creator and archsimkat list the key attack paths etc. Have the draft creator and someone, preferably archsimkat or a pro, run a "cheating enabled" game where those key attacks are made. Then make a video from elements of that replay.

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