Pandemonium 17km x 13km

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Pandemonium 17km x 13km

Postby Kiliax » 12 Mar 2018, 05:00

Posting to let everyone know about this new 14 Player map which is great for 1v1 (2 mid slots), 2v2 (2 front slots), 3v3 (2 front and mid slots), 4v4 (2 front and 2 rear or 2 front and two side slots), 5v5 (2 front, 2 back and mid slots or 2 front and 2 side slots), 6v6 (2 front, 2 rear, 2 side slots) and 7v7. 7v7 I may need to add option for additional mexes or script to auto detect players and add 1 mex per player. Have fun and enjoy! If I see map being played enough I will be adding decals and making map into a gorgeous map.
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Re: Pandemonium 17km x 13km

Postby biass » 12 Mar 2018, 17:14

Kiliax wrote:If I see map being played enough I will be adding decals and making map into a gorgeous map.


so you're.... saying that if you see people playing the map you'll finish it? :?: :?:
Map thread: https://bit.ly/2PBsa5H

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Re: Pandemonium 17km x 13km

Postby Uveso » 12 Mar 2018, 21:28

I did not play the map, but my AI has.
That's what my AI says:

norushradius is missing!

AI WARNING: No rush option will not work on this map.


Marker ['Expansion Area 01'] is to close to Start Location ['ARMY_5']. Distance= 77.620872497559 (under 80).
Marker ['Naval Area 06'] is to close to Start Location ['ARMY_12']. Distance= 21.931713104248 (under 80).
Marker ['Naval Area 03'] is to close to Start Location ['ARMY_13']. Distance= 21.260292053223 (under 80).
Marker ['Expansion Area 01'] is to close to Start Location ['ARMY_3']. Distance= 77.006492614746 (under 80).
Marker ['Naval Area 04'] is to close to Start Location ['ARMY_11']. Distance= 25.612497329712 (under 80).
Marker ['Expansion Area 02'] is to close to Start Location ['ARMY_6']. Distance= 76.321685791016 (under 80).
Marker ['Naval Area 05'] is to close to Start Location ['ARMY_14']. Distance= 24.839485168457 (under 80).

AI WARNING: 14 LocationManagers will be confused while managing 7 overlaping areas.


18 markers for Land Path Node
32 markers for Water Path Node
35 markers for Air Path Node
50 markers for Amphibious Path Node

Land path marker: Missing markers to reach 22% of the Map
Land path marker: 4 Paths are to long.
Ampibious path marker: 12 Paths are to long.
Water path marker: 4 paths are leading over land.
Water path marker: 14 markers are to close to land
Air path marker: 6 Paths are to long.


AI WARNING: pathfinding corrupted

Result: AI efficiency factor = 72%

PandemoniumAI.png
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Re: Pandemonium 17km x 13km

Postby Kiliax » 12 Mar 2018, 23:03

Duuuuude, this is awesome! How did you do this? I have been trying to figure out how to properly do AI markers and until you showed me this there was not much to go by. Thank you! I will look into this. As for water paths going over land I just figured the AI Units would try to go to path node and pathing would force units to move along the shoreline to get to path node. Not sure what is going on with norushradius as I could swear they are set in the files but again I will look into fixing all this when I have time.


Uveso wrote:I did not play the map, but my AI has.
That's what my AI says:

norushradius is missing!

AI WARNING: No rush option will not work on this map.


Marker ['Expansion Area 01'] is to close to Start Location ['ARMY_5']. Distance= 77.620872497559 (under 80).
Marker ['Naval Area 06'] is to close to Start Location ['ARMY_12']. Distance= 21.931713104248 (under 80).
Marker ['Naval Area 03'] is to close to Start Location ['ARMY_13']. Distance= 21.260292053223 (under 80).
Marker ['Expansion Area 01'] is to close to Start Location ['ARMY_3']. Distance= 77.006492614746 (under 80).
Marker ['Naval Area 04'] is to close to Start Location ['ARMY_11']. Distance= 25.612497329712 (under 80).
Marker ['Expansion Area 02'] is to close to Start Location ['ARMY_6']. Distance= 76.321685791016 (under 80).
Marker ['Naval Area 05'] is to close to Start Location ['ARMY_14']. Distance= 24.839485168457 (under 80).

AI WARNING: 14 LocationManagers will be confused while managing 7 overlaping areas.


18 markers for Land Path Node
32 markers for Water Path Node
35 markers for Air Path Node
50 markers for Amphibious Path Node

Land path marker: Missing markers to reach 22% of the Map
Land path marker: 4 Paths are to long.
Ampibious path marker: 12 Paths are to long.
Water path marker: 4 paths are leading over land.
Water path marker: 14 markers are to close to land
Air path marker: 6 Paths are to long.


AI WARNING: pathfinding corrupted

Result: AI efficiency factor = 72%

PandemoniumAI.png
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Re: Pandemonium 17km x 13km

Postby Kiliax » 12 Mar 2018, 23:14

That is exactly what I am saying, in a way. The map is in playable terms finished. Decals do nothing except add visual effects and they take a considerable amount of time to add. Time I am not willing to waste if players are not going to play the map. I have made several other maps and on one or two have taken the time to add decals just to have players not play the map so I am not going to waste my time unless it is shown to me that it is warranted. So, if it takes me an hour or two to get a match going when hosting this map I will not be adding decals (I will fix the AI markers however as the previous post has given me insight to). If the map lobby fills as quickly as Gap, Dual Gap, Thermo and Astro Crater then I will take the time and add decals. So far it is looking somewhat promising as if I get on at a certain time there are particular players (ceptin, blastman, worstofall to name a few) that will consistently play map and seem to really enjoy the games. Other times no one seems to even want to try new maps, they just keep playing the maps a thousand times over, you know what these are. And speaking of which, anyone know why dual gap is even still on the vault? Should it not be taken off the vault as it is not a balanced map until the reclaim amounts and positions are fixed?

biass wrote:
Kiliax wrote:If I see map being played enough I will be adding decals and making map into a gorgeous map.


so you're.... saying that if you see people playing the map you'll finish it? :?: :?:
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Re: Pandemonium 17km x 13km

Postby Uveso » 13 Mar 2018, 01:43

Kiliax wrote:As for water paths going over land I just figured the AI Units would try to go to path node and pathing would force units to move along the shoreline to get to path node.


Yeah that's exactly why we (you) don't want this !

First of all the "Salem problem". Its a navy unit but also a amphibious unit. it will walk over land with those water path's and split the platoon formation.

Also the sorian pathing function is scanning the way between 2 waypoints for targets. If it finds targets on land (near the water path) it will try to send navy units to the land target.
And the path search function is calculationg the best way with the distance between 2 waypoints. And in this case the traveldistance is for water units longer then the pathway.
This will lead to wrong pathing calculation.

And the ovearall reason; If the c-engine is moving ships along the shoreline, it will consume a large amount of CPU power for pathing. This can easily drop the simspeed.
(That's why we are using waypoints in the first place :mrgreen: )
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Re: Pandemonium 17km x 13km

Postby Uveso » 13 Mar 2018, 05:03

@Kiliax:

If you want to see how the AI is using your markers/paths then klick here:
https://youtu.be/a2TQJX6FG88
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Re: Pandemonium 17km x 13km

Postby Kiliax » 13 Mar 2018, 05:28

Wow man! That is awesome of you! I kind of get what it is showing but if you can fill me in as to some specifics that the graphical paths are showing and how the AI script is thanking that would be even better! I cant believe you did this, this was amazing of you to do!


Uveso wrote:@Kiliax:

If you want to see how the AI is using your markers/paths then klick here:
https://youtu.be/a2TQJX6FG88
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Re: Pandemonium 17km x 13km

Postby biass » 13 Mar 2018, 08:19

Kiliax wrote:The map is in playable terms finished. Decals do nothing except add visual effects and they take a considerable amount of time to add. Time I am not willing to waste if players are not going to play the map


Kiliax wrote:If the map lobby fills as quickly as Gap, Dual Gap, Thermo and Astro Crater then I will take the time and add decals.


Two things here.
First, you're saying you're only going to put the effort in if your map is among the most if not the most popular map in the whole community. Which is a pipe dream at best.

Second; These maps (or some of them :roll: ) got their popularity with help of their visual appeal. You're in an unfiltered list of maps with hundreds of other maps and if you're going to try to set yourself apart from the other shovelware in the vaults, putting the baseline amount of effort and making the map good looking is one of your best starts.

Kiliax wrote:And speaking of which, anyone know why dual gap is even still on the vault? Should it not be taken off the vault as it is not a balanced map until the reclaim amounts and positions are fixed?


My sweet, summer child.
Map thread: https://bit.ly/2PBsa5H

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Re: Pandemonium 17km x 13km

Postby Uveso » 13 Mar 2018, 11:42

@Kiliax:

You asked how i did this.

Well, hopefully you (all) can use this in the future.
There will be an option for it:

PathingOption.png
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(not photoshoped, this is already working on my local FAF copy. :mrgreen: )
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