|
 |
| Author |
Message |
|
Col. Jessep
|
Posted: 22 Dec, 2008
|
|
Joined: 08 Aug, 2007 Posts: 3597 Location: Aachen, Germany
|
You have made a beautiful map but its not in the Community Mappack? Or you have a newer version with FA AI markers?
The CEP (Community Expansion Pack) Team is looking for new maps. We will add them to the CEP with full credit. If your map has no FA AI markers we can help with that too.
Requirements:
- unique design (no Isis 3v3 version)
- interesting single and multiplayer gameplay
- the map has to visually pleasing
- bug free
- please dont go crazy on small rocks (no Daroza's Sanctuary II)
- reasonable size ( I can't test the AI on 80x80 maps...)
You can submit your maps in the CEP forum on InsideSupComUniverse or here.
Information we need:
- your nick name for credits
- the name of the map
- where we can download it
- a screenshot would be nice
please post only one screenshot of reasonable size with [img] tags and additonal screenshots as links, thx!
We have a jury of 3 experienced mappers (Dragon Fly, Pelorn and I) and we can help with the FA AI markers if necessary.
Sorian posted a very good tutorial for placing FA AI markers, please check it out first.
Good luck!
_________________ Find out more about Monday Night Combat: http://www.uberent.com/
 My maps: http://scu.insidesupcom.de/Col_Jessep/
Last edited by Col. Jessep on 25 Sep, 2009, edited 1 time in total.
|
|
| Top |
|
 |
|
Jiday
|
Posted: 26 Dec, 2008
|
|
Joined: 04 Apr, 2007 Posts: 61
|
Hey,
I've been working on a map for 2 or 3 weeks, it's not finished yet but I'd like to know if it's interesting enough for you ! It's my second map so far.
Its name is "Twin Rivers", it's a 3v3 map (that can also be played in 2v2), 10km/10km. There are a few rocks and lots of trees to reclaim that allow players to spam tech1 or to rush tech2. There are 4 mexes on each island, so air superiority is also important to get them. The map is symetric.
I did a few test games with members of my team and the only bug found is the black minimap. Now I'm trying to change the skycube and to add AI markers. I think those 2 things are the last to do before release. When it's done I'll put the map on The Vault.
Here is a screenshot of the preview in the game options :
All comments/suggestions are welcome 
|
|
| Top |
|
 |
|
electro2
|
Posted: 26 Dec, 2008
|
|
Joined: 16 Jan, 2008 Posts: 317
|
|
Nice looking map Jiday. Looking forward to playing on it.
|
|
| Top |
|
 |
|
Paceydre
|
Posted: 26 Dec, 2008
|
|
Joined: 11 Sep, 2008 Posts: 243 Location: Noord Brabant, The Netherlands
|
ForestPlanet FA - Downloadable in The Vault
My first map that I deemed good enough to be uploaded to The Vault.
Map Info:
Players: 4
Size: 5x10km
Props: a few rocks near the start positions, many trees
Wreckages: no
FA AI: yes (no water)
Here is a compressed .jpg screenshot:
I currently have a 10x10 km map in the works where the 5x10km ForestPlanet FA map has been extended. New areas to the top and bottom and 8 player support. You could make 2 versions of the map: the 10x10 map and a Version2 for the original 5x10 map (this will also get rid of the bug where the commanders are placed in space on the minimap in the lobby, I also moved some trees around and fixed a few decals not showing at the correct spot)
There is still some decal work to do on the mountains in the extended areas and the AI needs some more work, or a complete overhaul.... But I got a bit lazy in map making lately. Too many new games to play on multiple platforms :p
Is there an estimated releasedate for the CEP?
_________________ Maps: WinterPlanet FA - ForestPlanet FA
|
|
| Top |
|
 |
|
Plasma_Wolf
|
Posted: 27 Dec, 2008
|
|
Joined: 08 Sep, 2007 Posts: 6497 Location: In an RTD!!!
|
Point of Reach: for 6 players, 10*10 km, water is quite shallow though.
Downloadeble in the vault, but be careful not to download the wrong one: download version 2 (Point of Reach v2). The first version had too shallow water, you can't build Naval yard on v1, stupid mistake.
Yes, there are trees on this map.
_________________
|
|
| Top |
|
 |
|
jb531
|
Posted: 28 Dec, 2008
|
|
Joined: 25 Jul, 2008 Posts: 13
|
|
The Forest
Placed it in the vault. It's a 1-4 coop (bottom) vs 1-4 AI (top) map designed for multiple players to join together against the AI.
My first map... I've been tweaking it for months and I think I got rid of most of the rough spots. The map started out to be a bit more complex but I was forced to modify the map for balance and to allow better AI pathing.
It's a 20x20 map for 8 players but as I said it's been designed for "top vs bottom" play.
I originally had water but removed it as the AI kept wanting to build water units in the "pond" - I kept a number of defensive "choke holds" on the bottom so that each of the human players has a relatively defensible position.
We've had alot of fun with it. I'm sure it's not perfect but I hope others can get some fun out of it as there are not enough maps with markers that I have been able to find.
-jrb531
|
|
| Top |
|
 |
|
Col. Jessep
|
Posted: 29 Dec, 2008
|
|
Joined: 08 Aug, 2007 Posts: 3597 Location: Aachen, Germany
|
Thanks for the submits guys!
Sorry that I didnt respond sooner but I was a few days out of town without internet (aka visiting the parents...  )
The maps look very interesting and I will get the CEP mapping team assembled as soon as possible. Hard to get hold of everybody right now.
Please feel free to submit further maps, there is no deadline or release date for the CEP yet. Ill get back to you as soon as I know more.
I hope everybody had a merry X-mas!
_________________ Find out more about Monday Night Combat: http://www.uberent.com/
 My maps: http://scu.insidesupcom.de/Col_Jessep/
|
|
| Top |
|
 |
|
BOTA:99
|
Posted: 30 Dec, 2008
|
|
Joined: 15 Feb, 2007 Posts: 6749 Location: Ponyville
|
Paceydre wrote: ForestPlanet FA - Downloadable in The Vault My first map that I deemed good enough to be uploaded to The Vault. Map Info: Players: 4 Size: 5x10km Props: a few rocks near the start positions, many trees Wreckages: no FA AI: yes (no water) Here is a compressed .jpg screenshot:  I currently have a 10x10 km map in the works where the 5x10km ForestPlanet FA map has been extended. New areas to the top and bottom and 8 player support. You could make 2 versions of the map: the 10x10 map and a Version2 for the original 5x10 map (this will also get rid of the bug where the commanders are placed in space on the minimap in the lobby, I also moved some trees around and fixed a few decals not showing at the correct spot) There is still some decal work to do on the mountains in the extended areas and the AI needs some more work, or a complete overhaul.... But I got a bit lazy in map making lately. Too many new games to play on multiple platforms :p Is there an estimated releasedate for the CEP?
Very nice map. Great use of choke points, not too much mass and lots of reclaimables. Nice nice..
_________________
|
|
| Top |
|
 |
|
Legion Darrath
|
Posted: 31 Dec, 2008
|
|
| Forum Scout |
 |
 |
Joined: 23 Feb, 2007 Posts: 8746 Location: Belgium
|
Pac, the deadline for the release of the CEP is one day after we're done 
_________________
 Global Moderator and creator of LabWars
|
|
| Top |
|
 |
|
Paceydre
|
Posted: 31 Dec, 2008
|
|
Joined: 11 Sep, 2008 Posts: 243 Location: Noord Brabant, The Netherlands
|
Legion Darrath wrote: Pac, the deadline for the release of the CEP is one day after we're done  "When it's done" sounds good to me 
_________________ Maps: WinterPlanet FA - ForestPlanet FA
|
|
| Top |
|
 |
|
Col. Jessep
|
Posted: 01 Jan, 2009
|
|
Joined: 08 Aug, 2007 Posts: 3597 Location: Aachen, Germany
|
Happy New Year everybody!
The votes are in:
Twin Rivers and ForestPlanet FA are great maps, thanks Jiday and Paceydre! We will probably make some small adjustments, nothing you will notice. (The scenario.lua will get some extra entries, we will check the FA AI markers, folder will be renamed to avoid problems with the version in the vault...)
Point of Reach: this was a close decision Plasma Wolf. Im sorry to say we have decided not to include it, at least not as it is now.
- the heightmap could use some finetuning, there is a visible edge around some of the islands
- no decals: your map would really profit from them, it looks a little bland
- strata: they could use a little refinement too
- water: try some of the riff decals used in 'Paradise' and similar GPG maps, maybe you could make some deeper channels (fiddle around with the water properties to get some dark blue areas)
A nice map, plays well but it needs a little more eyecandy.
The Forest: solid first map jb531.
- balance: IMO less mass would be better, maybe you could rebalance the map for 6 players
- heightmap: I hate to say it but the brushs from the official editor are not really that great. I recommend a tool like L3DT or World Machine or painangels custom brushes. I made a collection with useful tools and tips a while back, maybe you can find something useful there: http://www.supcomuniverse.com/forum/sho ... php?t=2496
- trees: some of them defy the rules of physics...
- eyecandy: decals, decals, decals! Yup, it takes time and practice but it is worth the effort.
Please dont be deterred, you havent seen my first map, I reworked it twice completely...
_________________ Find out more about Monday Night Combat: http://www.uberent.com/
 My maps: http://scu.insidesupcom.de/Col_Jessep/
|
|
| Top |
|
 |
|
BOTA:99
|
Posted: 01 Jan, 2009
|
|
Joined: 15 Feb, 2007 Posts: 6749 Location: Ponyville
|
|
This is a great project imo. It really forces map authors to go that extra mile by adding markers and eye candy if they want their maps to stand out.
This will just make for better maps for all of us to play.
_________________
|
|
| Top |
|
 |
|
0killer0bee0
|
Posted: 02 Jan, 2009
|
|
Joined: 02 Jan, 2009 Posts: 16 Location: assent bekkevoort
|
|
everything is nice but where did you guys get the editors from?
pls help me i just love to do such things but i don't find any tools for it pls reply to this make a link or something
|
|
| Top |
|
 |
|
Pureon
|
Posted: 02 Jan, 2009
|
|
Joined: 09 Aug, 2007 Posts: 337
|
0killer0bee0 wrote: everything is nice but where did you guys get the editors from?
Hi 0killer0bee0, you can find the Official Map Editor on The Vault, which is accessed from GPGNET (main menu of Supreme Commander). Just don't try installing the editor for Forged Alliance, it's not directly compatible.
Also read this topic with useful mapping links: http://forums.gaspowered.com/viewtopic.php?t=15928
@All- There's still time to submit more high-quality maps, so keep submitting![/url]
_________________
Last edited by Pureon on 02 Jan, 2009, edited 2 times in total.
|
|
| Top |
|
 |
|
0killer0bee0
|
Posted: 02 Jan, 2009
|
|
Joined: 02 Jan, 2009 Posts: 16 Location: assent bekkevoort
|
Pureon wrote: 0killer0bee0 wrote: everything is nice but where did you guys get the editors from? Hi 0killer0bee0, you can find the Official Map Editor on The Vault, which is accessed from GPGNET (main menu of Supreme Commander). Just don't try installing the editor for Forged Alliance, it's not directly compatible. Also read this topic with useful mapping links: http://forums.gaspowered.com/viewtopic.php?t=15928@All- There's still time to submit more high-quality maps, so keep submitting!
ok ty now hope that it works 
|
|
| Top |
|
 |
|
0killer0bee0
|
Posted: 02 Jan, 2009
|
|
Joined: 02 Jan, 2009 Posts: 16 Location: assent bekkevoort
|
0killer0bee0 wrote: Pureon wrote: 0killer0bee0 wrote: everything is nice but where did you guys get the editors from? Hi 0killer0bee0, you can find the Official Map Editor on The Vault, which is accessed from GPGNET (main menu of Supreme Commander). Just don't try installing the editor for Forged Alliance, it's not directly compatible. Also read this topic with useful mapping links: http://forums.gaspowered.com/viewtopic.php?t=15928@All- There's still time to submit more high-quality maps, so keep submitting! ok ty now hope that it works 
uhm i have little problem when i started up the editor is says: supreme commander install path located in the registry is not correct! Please select the location of a valid supreme commander intallation!
uhm what do i needto do or what do i need to choose?
|
|
| Top |
|
 |
|
Paceydre
|
Posted: 02 Jan, 2009
|
|
Joined: 11 Sep, 2008 Posts: 243 Location: Noord Brabant, The Netherlands
|
Earlier I talked about the 10x10 extended 8player version of ForestPlanet FA. Finally I reinstalled Paint Shop Pro on my updated gaming rig so now I can post a few images.
Click for larger image
Click for larger image
I am probably going to need some professional help on the AI for this one. These days I don't have the time anymore to sit through 25+ AI playthroughs to tweak the AI. Something that I did do for ForestPlanet FA. Someone better qualified for this should get this done a lot quicker and probably better than me. If anyone from the CEP team is up for this job, please let me know.
There is still enough work left to do on this map for me, but there is plenty of time.
On a sidenote: the map Twin Rivers has a small bug in the lower left corner where the mountain hits the grass. When you zoom in you will notice a weird piece of geometry, zoom in 1 more step and it is gone. If you need screens I can post them. Btw: It's a nice map 
_________________ Maps: WinterPlanet FA - ForestPlanet FA
|
|
| Top |
|
 |
|
Col. Jessep
|
Posted: 03 Jan, 2009
|
|
Joined: 08 Aug, 2007 Posts: 3597 Location: Aachen, Germany
|
|
| Top |
|
 |
|
BOTA:99
|
Posted: 04 Jan, 2009
|
|
Joined: 15 Feb, 2007 Posts: 6749 Location: Ponyville
|
Plasma_Wolf wrote: Point of Reach: for 6 players, 10*10 km, water is quite shallow though. Downloadeble in the vault, but be careful not to download the wrong one: download version 2 (Point of Reach v2). The first version had too shallow water, you can't build Naval yard on v1, stupid mistake.  Yes, there are trees on this map.
Plasma Wolf, this was a nice enough map, but it was missing the ai markers to build experimentals and such. Sorians does play this one pretty well with the naval ai otherwise though. Also too many mass points at/around your starts makes those little side islands uselss. (have no need to fight for them)
I would love to see you adress those points in a version3. It would be excellente imo with those changes made.
_________________
|
|
| Top |
|
 |
|
jb531
|
Posted: 04 Jan, 2009
|
|
Joined: 25 Jul, 2008 Posts: 13
|
|
Thanks for the suggestions. I'll give it another shot using the suggestions you made. The map itself was less about the looks and more about creating a map that was a solid "us vs them" as there are few with proper markers that I could find.
So the real work I did was more in the markers and the map "looks" were a distance second. I'll remove some of the mass (one of my testers likes lots of mass LOL) and see if I can fix the trees and add some decals but as I said before this map was strictly designed to allow multiple human's to play on the same side (bottom) vs 1+ computer opponents on the top.
So while I do not mind doing the work needed (I like messing with the map) my goal was never to make a human vs human map although there is nothing to stop this.
Thanks again for the tips and the time you took to look at my map. With some more work I hope others can enjoy my work.
What I would suggest for those of us who prefer to play the computer are for the maps to be clearly labeled as having markers or not. My first download of the community pack was loaded with mostly (all?) maps without markers and it was a shame because the maps were works or art but without markers I could not use any of them.
Will submit an update with the graphical corrections... has anyone played the map against the computer? I'd be interested in knowing if I needed to adjust the markers?
Thanks
-JB
|
|
| Top |
|
 |
|
Dragon Fly
|
Posted: 04 Jan, 2009
|
|
Joined: 21 Feb, 2007 Posts: 559
|
To find maps with AI markers, just search for my name, all the newer maps have them, and there are at least ten of them. To find most of them search here, and if you can't find much go and search there http://www.supcomuniverse.com/forum/for ... ay.php?f=6
You will now find most map makers place markers on their maps, search also for maps made by
Col. Jessep
Pelorn
Paceydre
Jiday
And I am sure there are many more, but I don't know their names. 
|
|
| Top |
|
 |
|
Col. Jessep
|
Posted: 04 Jan, 2009
|
|
Joined: 08 Aug, 2007 Posts: 3597 Location: Aachen, Germany
|
|
| Top |
|
 |
|
BOTA:99
|
Posted: 04 Jan, 2009
|
|
Joined: 15 Feb, 2007 Posts: 6749 Location: Ponyville
|
|
I would make the suggestion that ALL maps to be included in the pack - and any future packs, must have ai markers on them for those who only play against ai (an extremely large portion of people who will be trying these out).
_________________
|
|
| Top |
|
 |
|
Col. Jessep
|
Posted: 04 Jan, 2009
|
|
Joined: 08 Aug, 2007 Posts: 3597 Location: Aachen, Germany
|
|
No worries BOTA, all maps in the CEP will have AI markers. We will also bugfix everything if necessary, add new functionality:
- author name
- fixed script.lua
- suggestion entries for mods (Phantom on a 2 player map wouldnt make much sense)
- localized map description
- fix of preview pictures if necessary
_________________ Find out more about Monday Night Combat: http://www.uberent.com/
 My maps: http://scu.insidesupcom.de/Col_Jessep/
|
|
| Top |
|
 |
|
BOTA:99
|
Posted: 04 Jan, 2009
|
|
Joined: 15 Feb, 2007 Posts: 6749 Location: Ponyville
|
|
Cool beans. Thanks..
_________________
|
|
| Top |
|
 |
 |
 |
|