Map design - Random map design rules

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Stratego (dev)
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Map design - Random map design rules

Post by Stratego (dev) » Sat Aug 16, 2014 5:33 am

When you design a map that is a random map (not a campaign map) than the following rules are need to be kept in mind.

topics:
- I. Swamping positions, TC generation and territories
- II. The forbidden "units" layer

----------------------------

I. Swamping positions, TC generation and territories

1. player "swamping" position on game start:
The map generation logic places the playing players when the user starts the rangom or multiplayer game.
These are the locations where the players are randomly put (1..6):
player_generation.png
player_generation.png (11 KiB) Viewed 7120 times
when:
- in a max. 4 player game: only the four corners used to spawn players
- in 5,6 player games the internal "5","6" sections are also used to spawn.

2. initial TC counts in each "corner":
You need to have at least 4 tiles in each section where a TC can be built (where there are no hills or water there)
These places will hold the extra "neutral" TC-s to occupy (the amount of extra TC is determined by the "number of towns" setting few/normal/many)

3. the corner sizes 1..4:
each corner is calculated like this:
See an example the top left corner corner "1":
- calculate the round(1/3) of the map height it will be "h"
- calculate the round(1/3) of the map width it will be "w"
- now draw a line from h,0 to 0,w
this will be the line that cuts out the "corner"

4. the corner sizes 5 and 6:
this is a bit complicated, so i will not write that down here, but you can guess it from the image above (and it is generally no problem on any maps since in these sections there are usually enough ground tile to put TC on)

5. New logic on placing the neutral TC:
the territories showed on this image is not changed:
- in the colored sections the player gets the starting TC and depending on TC counts 1, 2, or 3 extra TC very near to the starting TC
- EARLIER LOGIC: all other TC are placed random OUTSIDE the occupied (colored) territories
- CURRENT LOGIC: all other TCs are place EQUAL distances to player TC-s (so the tile distance is the same)
- eg: 2 players and putting 14 extra TC-s (above the "near" TC-s)
- first TC to 6* tile distance to player A
- 2nd TC to 6 tile distance to player B
- 3rd TC to 8 tile distance to player A
- 4th TC to 8 tile distance to player B
- 5rd TC to 5 tile distance to player A
- 6th TC to 5 tile distance to player B
- 7rd TC to 10 tile distance to player A
- 8th TC to 10 tile distance to player B
...
*: the distance is depending on map size, and it is randomly choosed which distances to put.
II. The forbidden "units" layer

Generally you MUST not put anything on the units layer if you build a RANDOM map, you fill only the terrain layer (since everything will be generated by the engine (TC-s, player spawning positions and so on)
The only exceptions are animals and other emerging neutral objects (see in the AOF version (http://ageofstrategy.net/viewtopic.php?f=59&t=553) there you see the design pack updated with the animals - on AOS will come soon (i write it on 2015.02.28))

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COOLguy
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Re: Map design - Random map design rules

Post by COOLguy » Fri Feb 06, 2015 3:46 pm

Do these rules change with the new tc generation we have? (or if we change it again?)

How do you determine spaces for players 5-6?
Thanks!
Josh

Stratego (dev)
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Re: Map design - Random map design rules

Post by Stratego (dev) » Fri Feb 06, 2015 7:35 pm

the territories showed on this image is not changed:
- in the colored sections the player gets the starting TC and depending on TC counts 1, 2, or 3 extra TC very near to the starting TC
- EARLIER LOGIC: all other TC are placed random OUTSIDE the occupied (colored) territories
- CURRENT LOGIC: all other TCs are place EQUAL distances to player TC-s (so the tile distance is the same)
- eg: 2 players and putting 14 extra TC-s (above the "near" TC-s)
- first TC to 6* tile distance to player A
- 2nd TC to 6 tile distance to player B
- 3rd TC to 8 tile distance to player A
- 4th TC to 8 tile distance to player B
- 5rd TC to 5 tile distance to player A
- 6th TC to 5 tile distance to player B
- 7rd TC to 10 tile distance to player A
- 8th TC to 10 tile distance to player B
...
*: the distance is depending on map size, and it is randomly choosed which distances to put.

SirDoucheBag
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Re: Map design - Random map design rules

Post by SirDoucheBag » Fri Jan 08, 2016 10:33 pm

Yeah man look I don't know what I'm doing wrong but I just can't seem to understand cause no matter what I do it doesn't work and it's frustrating.
Normal is an illusion.

Stratego (dev)
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Re: Map design - Random map design rules

Post by Stratego (dev) » Sat Jan 09, 2016 8:55 am

post here screenshot of the whole map.

SirDoucheBag
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Re: Map design - Random map design rules

Post by SirDoucheBag » Fri Jan 15, 2016 3:09 am

Alright my apologies I stayed up all night that evening designing a map and I just couldn't figure it out. I'll post what I have but I'll be back at it soon. Thanks
Normal is an illusion.

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Alexander82
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Re: Map design - Random map design rules

Post by Alexander82 » Thu Aug 18, 2016 9:43 am

Just a question. I've just made a random map and it is now active among my maps when creating a random game. will now that map be available to anyone or just me and the games i create?

Stratego (dev)
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Re: Map design - Random map design rules

Post by Stratego (dev) » Thu Aug 18, 2016 11:03 am

Only you.

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Alexander82
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Re: Map design - Random map design rules

Post by Alexander82 » Thu Aug 18, 2016 11:32 am

How can i make you see my map to make it in the game for everyone?

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DoomCarrot
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Re: Map design - Random map design rules

Post by DoomCarrot » Thu Aug 18, 2016 4:11 pm

Once you finish a random map you must send to dev through email, also send a screenshot of the map in the email so he can easily look it over.

Also, speaking of random maps, did you see the canyon map I sent you a while back Daniel?
The day is coming when a single carrot, freshly observed, will set off a revolution.

Stratego (dev)
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Re: Map design - Random map design rules

Post by Stratego (dev) » Thu Aug 18, 2016 7:40 pm

yes, sorry for not answering but i hate telling someone that is not good to hear :)

i wrote you that it is nice but please make smaller maps because i dont want make multiplayer games too long and maybe boring also it increases skippers.

so lets make max 30x30 or similar size maps (or 25x35 and so on) so about max 900 tiles.

thanks!

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DoomCarrot
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Re: Map design - Random map design rules

Post by DoomCarrot » Thu Aug 18, 2016 10:06 pm

Yeah, I made it bigger than what I usually do (35x35) because almost 60-70% of the map was rocks, but I will try to make a smaller version and see how it turns out. :)

EDIT: I sent you a similar 35x35 map. Again, it is mostly rocks, so its really more like a 20x20 map lol.
The day is coming when a single carrot, freshly observed, will set off a revolution.

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