About Neroxis map generator...

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@archsimkat Thanks so much! can we do 2v2 as well?

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@ftxcommando said in About Neroxis map generator...:

With regards to tmm, I see no need for implementing map gen in those formats. Most reasonings here hold no real sway because:

  1. Tons of new maps that saw near zero competitive play exist for these formats
  2. The format has hardly exists long enough for map fatigue to set in
  3. Map gen itself is a lot less tested for these formats
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Got a few mapgen maps in the pool so far, and got a lot that look like this:

https://i.imgur.com/HXzUpZQ.png

This is really low quality, and I know the mapgen can do a whole lot better than this. I would strongly urge the ladder team to work on agreed upon settings that create as interesting maps AS POSSIBLE. This is not a good look for the usage in ladder if this kind of content repeats.

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I've only had gotten 2 so far on ladder.(small sample size, obviously. Take with grain of salt) Got a 5x5 and 20x20, both were quite reasonable in terms of how they looked and how they played. Saw a 10k map Swkoll had generated as well, looked fun as well, but snowball potential was high. So far I am impressed with map gen in ladder, but I haven't gotten anything bad yet so YMMV.

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Quite happy with mapgen. For me it's not a problem to have a "meh" map once a while, i'm quite confident that the diversity of maps layout will eventually offset that once you will have played more.

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Sounds like I have been quite unlucky thus far... lame! Per the conversation that started this post I’ll be giving it a little more time to evaluate. I kind of got discouraged after 3 meh maps!

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there're some layouts that need rework yes,i got about 120 games by now on mapgen and most feel different from the classic BO whoring where there is almost no difference between boosted and good players since there're just op tactics and the ability to adapt just gets erased completely,overall most of the land 10x10-blind-10 players feel ok and quite active,way better as t3 mex simulator tbh x)

queuing with a newbie to show him the beauty of tmm and meeting tagada be like:
https://www.youtube.com/watch?v=yLcRpdZ0Xb0&ab_channel=Tomoko

7

I like mapgen and hardffa a lot in ladder. I have more fun on even the worst mapgen maps than I do on most of the authored maps in the pool.

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I just love playing on mapgen maps! It feels like a whole new dimension to the game.

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I also enjoyed the showmatch vs Petric even though it had some bugs for the unexplored mode. In general I do absolutely think that mapgen should become the standard in future tournaments and in general the standard for competition. It takes the game back to economic and strategic decisions and does not allow you to patch up bad on-the-fly decisions with studying 25 replays and spending hours creating 25 BOs.

Ban Anime

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Yeah the minor quirks that I do get (1 pixel of sea in the corner of the map, so random!!) are in no way game breaking and generally the layouts and mass distribution is just amazingly good for interesting and dynamic gameplay.

why only 10-12% of chance to get mapgen, may I ask?

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That one pixel of sea is not actually a bug and is a holdover as a solution from when the black plane bug appeared on maps. Just as an FYI.

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oh ok! thanks! I also had mountains that were so low they ended up being partially pathable.

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those are probably just hills and are not supposed to look like mountains and I need to make that clearer

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oh ok. but why bother with hills at all? let's just have either 100% mountain or 100% plain.

I say that's better for gameplay

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The hills allow for different gameplay interactions somewhat and also break up the visual monotony. Earlier versions had no hills and it was mentioned that adding mild hills would be a decent addition.

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Hills allow for the tradeoffs between units to shift and introduce another factor into calculating how to play a matchup. For example, artillery can become viable to mix into unit mixes much earlier if they're being sent to an area where hills provide cover from direct fire. It also makes it possible to attack pd that was placed poorly or keep things like radar safer.

It also makes any sort of large impassable terrain much easier to look at. I'm not even "the aesthetics guy" but I don't think there is very much more awkward in this game that having a straight 90 degree impassable slope rise out of entirely flat ground. It's obnoxious and immediately makes you think "this is a game" when you see it.

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This is a game.

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That's crazy, why has there been a general trend toward moving into hyperrealism in most games? To the point we have now peaked with intentionally not fun game mechanics in Death Stranding 4head.