New Map Generator UI!
With Downlord's Client 1.1.9 the map generator has gained a new UI for generating maps with user specified terrain options.
In order to GENERATE and PLAY maps which utilize the UI options you MUST HAVE Downlord's Client Version 1.1.9 or higher
The following options are available as inputs to map generation:
Number of Spawns: Number of spawn points the map is generated with. Supports 2 to 16 players. Currently only supports balanced team spawns.
Map Size: Size of the map to be generated. Only supports square maps (5km, 10km and 20km).
Water: The probability/amount of water appearing on the map
Plateaus: The probability/amount of plateaus appearing on the map
Mountains: The probability/amount of mountains appearing on the map
Ramps: The probability/amount of ramps appearing on the map (Note: Ramps are the connections between plateaus and ground level)
It is also now possible to regenerate a map by using the name of the form neroxis_map_generator_(version)(seed)(options)
This can also be utilized to specify the options directly. The format for parsing the options from the map name can be found in the source.
Client Version 1.1.9 also supports watching replays of generated map games
Additionally new features have been added and are included in the spoiler
As always if you have any suggestions for features of the map generator please comment in this thread.
If a generated map has issues please let me know by messaging me with the map name so that the cause can be investigated.
I am happy to announce that the map generator is now compatible with Sorian AI as all generated maps will also generate the required pathing AI markers as well as expansion markers for mex expansions. Future releases will include other strategic AI Markers as well. As always you can view the full change log for all releases at https://github.com/FAForever/Neroxis-Map-Generator/releases
Badass! Can I make a recommendation for two future features?
Feature 1: Asymmetric map. Ideally, the landmass should be asymmetric to make it more interesting (but the mex distribution can still be fair.) I can also propose a basic mechanism for identifying "fair" mex distribution: A scoring system that ranks mex by proximity. For example, you could use three areas - Within 20 units from spawn, within 120 units from spawn, and within 500 units from spawn. Mex within 20 are worth 3 points, mex within 120 are worth 2, and mex within 500 are worth 1. You should run the calculation from all player small circles first, then all player medium circles, then all large circles. And don't count any mex twice (Player 1's mex shouldn't count in Player 2's total.)
Feature 2: Asymmetric spawn assets. FAF normally just spawns an ACU per player. To make a more interesting (and unranked) game style, you could provide a small base to players on one side of the map and a small mobile force to players on the other side. Mapgen should probably have to generate 4 bases per player, one for each faction, and then spawn whichever of the four that matches the player's selected faction.
As an aside, feature 2 (along with the map marker generator) would work as a precursor component to a single player/coop mission generator.
Soon TM is today as with the newest server updates games on generated maps are now ranked
Loving the map generator so far! As a new player I've been making a new map for each play to practice against AI as I get the build orders down and learn hotkeys etc.
Some of the maps have been amazing; is there any way to save them to play on again another day?
Also is there a reference for using the feature neroxis_map_generator_(version)(seed)(options) preferably with some examples?
The map name is the seed for the generated map so as long as you save the map name you can put it into the text box when generating a map and you will get the same map as before.
Currently there aren't any references as this is mostly present to allow for recreation of previously generated maps.
Ah, gotcha; I'll have to make a screenshot library of my favorite map names then which works just fine for me.
@FunkOff In order to have procedural generation of "fair" asymmetric maps I think we would need much more advanced AI, similar to what DeepMind did with StarCraft II. If there were highly-skilled AIs that could duel it out on maps thousands of times, it would become possible to programmatically test what kind of asymmetric distributions are fair vs. unfair. An AI map-making agent could learn from those experiments how to develop "fair" asymmetric maps.
Before anyone attempts to make a mapgen that creates fair asymmetric maps, maybe we should create a few by hand? Perhaps we need a map-making tournament for people to create some "fair" 1v1 or 2v2 maps that have significant amounts of asymmetry? I'm talking about significantly more asymmetry than just "the map is symmetrical but there is an island in the middle with kind of a bean shape."
If the financial incentive was big enough, people might participate. I personally would like to see "fair" asymmetrical maps become part of the ladder pool. I think it looks nice when maps aren't always mirrored and probably makes for more interesting games. Since the ladder pool is already divided by rating, we could just remove the asymmetrical maps from the 1700+ pool (where small differences might affect game outcomes in a significant way).
if anyone with less skill complained, we could just blame the victim. If someone said "I have 1340 rating and I lost a ladder match on Asymmetrical River Map, get rid of asymmetrical maps from the ladder pool" we could say "I watched the replay and you made these 3 obvious embarrassing mistakes, git good noob"