Pamnal

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Pamnal

Postby Egon » 17 Oct 2015, 08:41

Pamnal

Image

Hi everyone. Initally my Incentive for creating this Map was to have some sort of Standard for Playing with my RL Friends in LAN.
some of them are still Bad Supcom Players after 8 Years Supcom and need not to be over-strained.
we all enjoy a drawn out game over 3h or more no problemo. (small Versions will be available for faster Gameplay)
we all saw thousand of RTS maps over the Years so it has to be optical pleasing.
So from here i draw my Requirements for the Map.
I am willing to work on this map for at least 3 more months to achive over 9000% appreciation of performance from my Friends.
However i cant create a map anywhere near that claim without feedback
so i am very thankfull For any Inpunt on the map (replay/critic/suggestion/bugreport/aso) anything.

Concept:
Spoiler: show
I very much like the Idea of more distinct Roles for certain Startpositions.
Start at ur preferred Position and perfect ur specific Role there.
There should always be between 2 and 3 different vaible Strategies to choose from for every Player.
If u want more variety take another Slot.
Water in many Places as saferail through the map for ur Commanders.
This all should help more casual Player to not be overcome by Events and take part in the early Action in the Mapcenter.
small Terrainfeatures should help favor a certain attack-direction for Landunits in Pro Player Matches to prevent stalemate.(Clockwise)
Pro Player should be handicapped where ever possible from creating cheese. (otherwise iam no Hater of Diary Products).
Amphibious is totally unterrated with my Friends so i added paths to make them super usefull for Harassing.

Basically this Map should become the All in One Solution with all Branches of Military even usefull, All 4 Seasons, All relevant Sizes, for Beginner and Pros, SP and MP u name it.
There will be open Terrain followed by hilly Terrain until it will get really hard again close to the Playerbases for the Attacker.
Idea is that after breaching center map, a player using Terrain correctly can clear much distance without loosing many units but will come to a hold close to the Playerbases.
MidGaps -> open Ground -> Cover -> open Ground -> PlayerBase
This Way everybody will see where the Problem is and get some time to react(interconnected Bases follows same intent).


Tactics:
Spoiler: show
Map is mainly Balanced around 5vs5 west vs east and 4Team FFA and to a degree 4vs4 north vs south.
These are my Ideas regarding the Startpositions in 5vs5 West vs East.

Center player:
map center is build to overcome anything land in mobile t3 arty range from Hilltop. (not tested)
win center and get 4 additional mex. Be aware of Water everywhere, always fight in close proximity to it with your Comm.
consider viewing center as Warzone, Terrain is great for an ambush, not so much to build a full expansion. Rally on and close behind of the Hill on ur side and lure him in.
if u cant win center stay back and build naval, shut off center entrance. Later (cruiser,T3 Naval) overcome center from see-side.
ur proxybase has a dead angle so does his. This should be the perfect route for an attack.

Topleft/Bottomright:
has shorter travel to reach first staging area faster and thus win Landbattle for Hill.
can shut off enemy crossing Hill easier with stationary Defence.
has shortest route to build early naval factory behind Hill and harass opposing base from behind.

Bottomleft/Topright:
mainslot for Airplayer through advantageous Terrain on opposing side to perform airdrops and extend his Airspace further.
enhanced combat efficiency of Air against ground through narrow paths and spacious Hillside with hard to build on terrain.
establish naval Base under Aircover behind Hill. some t1 arty greatly helps preventing opponent doing the same if air superiority is not enough.
has to make sure no Enemy Base gets established on the Hill infront of his Base.

Pos 2/4/7/9:
have to defend BOTH entrypoints (big Hills center entrance and next to center).
might take one of the center hills from outside if he pushes far enough on his Line.
might cross Hill in case of unaware opposing player not defending his gap. Be aware of Water everywhere, always fight in close proximity to it with ur Comm.
alternatively can replace center players naval function in case he goes allin for mapcenter.


Changelog/todo/known bugs/dev-preview:
Spoiler: show
Mapstatus - 80% done.
30% of Decals are still Placeholder.

v0001 inital Release
v0002 added missing mex/AI path fix
v0003 added missing hydro/changed normal maps/restored symetry/merged to single Hightmap for all Versions/added first props and decals
v0003 fix mid too narrow/added missing mex/added 1more Statum/added more reclaim/ai marker fix/changed lighting/
v0004 complete higmap rework/added more props/rebuild rocktexture mask/made route around hills more viable/version unifying
v0005 mexbug
v0006 opend up new paths/elevation fix for 20x20 versions/lowered waterlvl to give amphibious more protection/started midmap terrain/added mex for cornerplayer/balanced mex positioning/ai marker fixes/lots of finetuning
v0007 started baseterrain/changes midmap terrain/improved airplayer dropzones/added new routes for amphibious+naval/3v3 citywall wall fix/changed lighting/changed sand texture/much refinement mid/mex balance fix
v0008 centered map/increased playable area from 1000m to 1020m/further work startbase+midterrain
v0009 much props refining/paths fixing/changed lighting/changed stratum1/fixed missing Town

v0010
Beta 1 Milestone "Genesis", tested in Lan and vs AI
much optical stuff
much strata work
center Town 50% done
started with decals
AI Marker fixes
added small isle with 1mex each
added more mex for 3vs3
updated Pamnal mini
water bug in higher zoom lvl
improved amphibious routes

v0011
worked mainly on Center Hightmap (66% done),Hinterland (33%) and Water
added more decals
fixed narrow naval paths
small dropzone rework
mirroring stratums and props
created small lake infront of cornerplayers to build 1 NavalFactory
balanced center against see-side Fire
moved AI Rally Points
created new entrance for center hills
updated Description
waterbugs again

v0012
Map around 33% done
worked on map corners
started with desert placement
tuned waterlevels
changed light,stratums and normal maps
worked on small isle
update cycle for Pamnal mini
preparing for 4x2P

v0013
2mexbugs and balance
naval path fix

v0014
Beta 2 Milestone "Sky is the Limit" by far biggest update yet
Map ~40% done
added another river, 1 for bombarding center and 1 for better entrance deff
much finetuning and testing
reworked 1st FOB and increased buildarea
worked on startbase backentrance
much work mid playerbase (66% done) and moved it closer to center
worked on startbases and fixed small path around it
added more ai combat marker and some fixing
created small rallypoint for uneven players in the hills
updated Role for Bottomleft/Topright
added 1 more mex in center Town thx to quark036
changed sand texture
further tuning Hightmap for 8P Version(seems increasingly more usefull) + North vs South play (75% done)
symetry fixing
shut off ambient light 0.2 but increasd bloom 0.08 - 0.1

v0015
Tested in Lan and vs AI
Map should be playable in 8P North vs south and 4 Teams Config now
increased ambient light and reduced bloom (forgot that ppl may play without bloom)
tuned ampient color to compensate for low bloom/lowered blue for warmer colortemp
added more decals and tuned LOD Cutoff
prevented players from building naval bases where they shouldnt be able to.
fixing player 4/9 had more buildspace than others
reworked 4/9 Base to makes sense for North vs South / 4x2P Teams (60% done)
moved mass points
many AI marker fixes
most likely last patch for 3v3 and 5v5 and droppping in Favor of 10P and later 12P(16:9) Version.
further work on startbases (50% done)

v0016
Tested in Lan and vs AI
added spawn scipt and dropping 3v3 and 5v5, big thx to speed2 and Apofenas.
Ressources now scale with the amount of Players in the Map.
Basically can be played now from 1vs1 to 5vs5,in 2 or 4 Teams, east vs west or north vs south.
increase plateau/dropzone size for better t3 airdrop.
opened new route for even number player
added new airdrop location.
fixed dead angle midplayer proxybase (wasnt dead enough).
fixed description.

v0017
Beta3 Milestone "SchreberGaertner"
Map ~50% done
release of 10P Version.
much work on startbases (66% done).
much work on hinterland (50% done).
relocated and added 5 mass thus resolved big balance issues.
generated all stratums according to hight and slope from hightmap, removed everything handrawn.
added new and rearranged all stratums: stone->dirt->grasslight->grassdark->sand->wetsand->snow.
changed lighting: high color lvl caused all sorts of issues with bloom and texture selection aso.
added more decals and removed some Placeholder.
final hightmap symetry fix.
much props balance fixing
consolidated markers
updated Pamnal mini.

v0018
changed dirt for gravel
removed traversable terrain on small ridges, which made ai get stuck.
small hightmap fixes everywhere
medsand rough border fixed
added extra stratum for handpainted corrections
fixed center town performance issues
consolidated lots of Trees into Treegroups
streched Hills and changed Basehight to 55m
increased big hills plateau size to encourage people moving commander there
further midplayer base balance

v0019
Beta4 Milestone "No Pain No Gain"
Map ~65% done
Tested in LAN and vs AI
Update with biggest optical and gameplay impact.
added erosion to ~75% of the map, big thx to Lionhardt.
big hills rework (~75% done)
added 4 new cities
removed playable area restriction and final resize (1020m to 1024m)
removed many placeholder decals
final black mapborder fix
unf*cked rivers for t3 naval
replaced AI land marker with combat zones on Narrow roads to make them less frequented by ai
much props balancing
started 1vs1 5x5km micro Version
started Pamnal streched 16:9/16:10(Playerbases move to isles/large lake infront of bases)
clumping AI fix!?

v0020
updated Pamnal mini+
rework to not be just a cheap knockoff (~75% done)
added 6 t1 Radar's

v0021
increased size of most Plateau's
lvld Terrain and removed some erosion for better playability
added 4 new isles
mass balance
fixed lots of paths
added some more Decals
added missing Radars for Pamnal 20x20
fixed Fog bug in 20x20 Version
fixed mexbug in 10x10 Version
fixed Lod Cutoff for Decals mostly on Pamnal mini

v0022
Beta5 Milestone "Hubris"
Map ~70% done
temp. cut off naval path, as i was not able to make naval work reliable and have it not be op at the same time
added sneaky path instead (atm it makes little to no sense to build any Naval at all)
expanded LZ's on Mapborder (borderline cheesy)
added new PoI for much improved Balance in mapcenter
added more value to bighills as the winner can now cutoff the path to lower proxy base from new balcony
further work on map center/Startbases
Players 2/4/7/9 recieved more space to build on
fixed no 3rd entrance for Big Isle's
increased sunlight
added more decals
props balancing
moved some marker around
fixed no-rush radius

v0023
complete rework of map center
removed more erosion to give Players 2/4/7/9 more flat terrain
increased size of the 3 main gaps by 15-20%, thx to seero
further work on v22 Balcony
tuned water depth
ai marker fixes

v024
simplyfied Terrain

v025 Beta6 Milestone "Atlantis"
Map ~75% done
much love for naval
reworked Water

v026

v027
reworked Playerbases

v028
big changes to center again

v029

v0030
Beta7 Milestone "Hamburger Hill"
Map ~80% done
finalized Big Hills/Center Hills
more reclaim balance
added mexes and moved some around

v0031
too many mex spawn fix

v00XX
Beta8 Milestone "Nemesis"
sorianAI Marker??
add naval marker (check for simlag > 2AI!!!)
shrink landmass to ~18x18?
definded TerrainType
Background/Skycube(procedural?)
waves,fog,groundlight,roads,rivers from hill into desert,erosion,coralreef,custom textures,weather definition/generator,effects
check sanctuary decals & sunken pirates island stratums for adaptation
final props balance
added coast erosion with different rock hardness
added reefs/foam


...


Pics:
Spoiler: show
Reclaim
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Marker
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Buildable
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LvLd
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aio
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v22cutoff
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v22LZ
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v22PoI
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Last edited by Egon on 06 Jan 2018, 00:28, edited 27 times in total.
Egon
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Re: Pamnal

Postby Apofenas » 17 Oct 2015, 09:02

I would rate it 5/5 just because it looks better than GapShit, but after this map appeared my map vault just broke. You should keep some mexes in 3v3 version map where 5v5 has extra player spawns. Also there is a script somewhere which allows map to transform itself to amount of players by removing mexes near empty slots. You could use it so one map could be 1v1, 1v3, 3v3 and 5v5 at the same time.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Pamnal

Postby Egon » 17 Oct 2015, 09:31

thx for reply, i really hope its not my fault with ur vault.
I always safe world with clean supcom vanilla mapeditor and no fancy code in any file till now.
Thats script sounds nice, will search for it tomorrow.
About the Looks, i've just started with looks in v10, there is so much more possible with that great supcom editor
Same goes for that Threat
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Re: Pamnal

Postby speed2 » 17 Oct 2015, 10:06

resources according to number of players
Code: Select all
http://supcom.wikia.com/wiki/Script:_Spawn_resources_according_to_players_in_game

need to put in on your wiki at some point
Last edited by speed2 on 21 Oct 2015, 00:44, edited 1 time in total.
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Re: Pamnal

Postby Egon » 20 Oct 2015, 05:42

v0011

worked mainly on Center Highmap (66% done),Hinterland (33%) and Water
added more decals
fixed narrow naval paths
small dropzone rework
mirroring stratums and props
created small lake infront of cornerplayers to build 1 NavalFactory
balanced center against see-side Fire moved AI Rally Points
created new entrance for center hills
updated Description
waterbugs again
Attachments
v11naval1.gif
v11naval1.gif (898.5 KiB) Viewed 5306 times
v11ramp3.gif
v11ramp3.gif (788.16 KiB) Viewed 5306 times
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Re: Pamnal

Postby Egon » 21 Oct 2015, 17:08

v0012
Map around 33% done
worked on map corners
started with desert placement
tuned waterlevels
changed light,stratums and normal maps
worked on small isle
update cycle for Pamnal mini
preparing for 4x2P
uploaded Pamnal mini

v0013
2mexbugs and balance
naval path fix
Attachments
v12over.jpg
v12over.jpg (111.1 KiB) Viewed 5259 times
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Re: Pamnal

Postby TheKoopa » 22 Oct 2015, 14:00

Looks pretty good, though IMO the corners are too artificial.
Feather: I am usually pretty good in judging people's abilities, intelligence and motives

Evildrew: Just because I didnt choose you for my team last year doesnt give you the right to be all bitchy and negative about my proposal
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Re: Pamnal

Postby Lionhardt » 22 Oct 2015, 16:36

You got way too many AI markers. and I strongly assume your cliffs are so high that hey screw with planes a lot.
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
Spoiler: show
[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns

YouTube Channel
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Re: Pamnal

Postby Egon » 22 Oct 2015, 17:38

TheKoopa wrote:Looks pretty good, though IMO the corners are too artificial.

my goal is to make everything look natural, but when creating a map i found out over the years that its better to start with square areas at least for me (for better map balance) and round the edges from there. I create the map from inside out, so the corners will be last.
Big thx for feedback btw.
Last edited by Egon on 22 Oct 2015, 17:43, edited 1 time in total.
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Re: Pamnal

Postby Egon » 22 Oct 2015, 17:42

Lionhardt wrote:You got way too many AI markers. and I strongly assume your cliffs are so high that hey screw with planes a lot.

hi there, i already lowered the high of the hills alot in earier versions, at least with my patrol route i had no problem with this.
Did u test it and had problems and if what where they? (Highmap ranges from 76 base to 127 max)
Also can u elaborate on the markers thing, which marker and what can happen if i use too many?
I played the map already several times with my friends and we had a great time with the (non-sorian) adaptiv ai using many of the markers.
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