|
Re: BigMaps Editing[message #326176]
|
Thu, 03 October 2013 02:07
|
|
Zombiehunter |
|
Messages:182
Registered:March 2011 Location: Franconia, Germany |
|
|
FaalagornI'm also rather looking forward to eventually having finished big map project with the polished maps instead of bothering with alternative sector for now, especially since it'd require touching code to work (random terrorist placement is a kinda different story). The feature would be nice, but not mandatory - me, myself I'd even enjoy having just one set for my own gameplay, as I don't really like anything random, I'd like to know that I'm playing the one set of maps, especially polished .
Kudos for Zombie for your hard work BTW! I haven't tried AIMNAS yet, so I can't judge the work myself, but it looks impressive on the previews . I'm currently playing vanilla campaign + AFS now as a refreshment (I finished JA2 only once, and that was several years ago - with no 1.13), so there's some time before me (also wanted to try UC, AR and maybe DL).
On one hand I'd love to help, but I've never tried doing any maps. I only opened map editor out of curiosity few times. I also tend to get lazy and leave the stuff unfinished so I'm not who are you looking for...
However, have you thought of setting an SVN or SVN-like folder (like dropbox, skydrive or google drive) to host your work? That may be easier for people to help improve things a little and see the progress, just like it is with 1.13 repo.
Also, I really like the map you posted few posts earlier. How about setting up something online to easily mark progress you made? I've made a quick and easy to edit online spreadsheet on Google Drive for example . Simply write in the empty cells f for "finished", w for "working", u for "unfinished" and n for "not applicable" and the cell will get automatically colored . The 4 sheets at the bottom are for the underground sectors. Then update the title with the date. I've set the spreadsheet to be editable by anyone on the web, but feel free to make a copy or contact me if you want a copy with limited editing rights (which is advisable)
Thanks, don't praise me too much yet, in the current release the maps are all made by smeagol.
But I am always happy to see people are still excited about BigMaps, that keeps me going.
While I see the advantages of having an open folder, for anyone to take a look at the current work and maybe improving it, Depris objections are not without merit and so I wont be using it. If someone likes to help, then he is most welcome to do so, but it will be through me. Smeagol put a lot of trust in me by handing over the mapwork to me and I won't disappoint him.
The spreadsheet is a very good idea, I will look into it tomorrow and I'll probably using it for the future WIP updates. Thank you for that.
Stay tuned
-Zombie
Report message to a moderator
|
Staff Sergeant
|
|
|
Re: BigMaps Editing[message #326178]
|
Thu, 03 October 2013 02:17
|
|
Faalagorn |
|
Messages:154
Registered:February 2012 Location: Poland |
|
|
DepressivesBrotAn open folder is a good place for people to leech the current wip content and then come complaining that it doesn't work. I'd rather stick with periodically doing actual releases.
ZombiehunterWhile I see the advantages of having an open folder, for anyone to take a look at the current work and maybe improving it, Depris objections are not without merit and so I wont be using it. If someone likes to help, then he is most welcome to do so, but it will be through me. Smeagol put a lot of trust in me by handing over the mapwork to me and I won't disappoint him.
That's quite solid arguments, so I guess that periodic releases are fine . Though there is one more benefit of version controls - backups . Keep the files away from people, but remember to store copies in case of drive/PC failure/other issues available. Nothing is more depressing than losing ton of hard work.
ZombiehunterThe spreadsheet sounds like a decent idea though.
I'm glad it's helping . If you have any questions about it, feel free to PM me.
Also, one thing came to my mind when designing big maps. One thing that got me curious is how the strategic world map have multiple homes drawn on/near each city, and in tactical there's only one. I always knew it was due to sector being only a part of a nap (hence the travel times between sectors), but since bigmaps are being continuous, how about looking at the strategic world map as a reference in building tactical maps, especially cities? Would be cool if the tactical map could follow strategic map .
Report message to a moderator
|
Staff Sergeant
|
|
|
|
Re: BigMaps Editing[message #326252]
|
Sat, 05 October 2013 10:05
|
|
mmm |
|
Messages:63
Registered:May 2013 |
|
|
This is something very interesting.
Hi,there. I'm pretty new to the forum and I have absolutely no experience with AIMNAS mod(I'm primarily a DBB aka.IoV mod user). But this is the only big map based on original JA2 campaign I've seen anywhere so far(please tell me if there are any other projects, especially if they are at a more advanced stage). A few questions though, Zombiehunter.
1. Since I have no plan to use AIMNAS items, is there any foreseeable compatibility issues with other item xmls, for example say, IoV? Hopefully you people didn't place any AIMNAS exclusive items on the map.
2. From what I see in the "work in progress" posts, only part of all sectors are done. So what kind of sectors are intended to be reworked and what sectors(if any) are intended to be left unmodified?
3. How big are the new maps, in comparison to the original maps(I don't have a very good idea about their length and width in tiles). Are they intended to be uniform in terms of size, or some will be bigger than others?
edit: the amount of grass is kinda... excessive...
[Updated on: Sat, 05 October 2013 10:41] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
|
Re: BigMaps Editing[message #326277]
|
Sat, 05 October 2013 23:48
|
|
mmm |
|
Messages:63
Registered:May 2013 |
|
|
One question though, what about those quest items? You have to have something on the map like keys or Chalice.
[Updated on: Sun, 06 October 2013 05:52] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
|
|
|
|
|
Re: BigMaps Editing[message #326565]
|
Sun, 13 October 2013 15:47
|
|
Zombiehunter |
|
Messages:182
Registered:March 2011 Location: Franconia, Germany |
|
|
Hey folks,
time for a new WIP update and I am happy to tell you, that we're making progress.
Thanks to smeagol's Tileset editing crash course I am now able to also add new tilesets, which for example meant, I was able to resume work on the F2 Sector, which is now nearing completion.
In other news, I am very glad to announce, that there is a new addition to the "team". He will be taking over of some of the wilderness maps, so I am able to focus on other matters. This will speed up our progress significantly. Thank you Hitgena for your help at this point.
Unfortunately I don't have any Progress pictures for you right now, but there will be some pretty soon
stay tuned
-Zombie
Report message to a moderator
|
Staff Sergeant
|
|
|
|
|
Re: BigMaps Editing[message #326963]
|
Tue, 22 October 2013 02:37
|
|
Zombiehunter |
|
Messages:182
Registered:March 2011 Location: Franconia, Germany |
|
|
Time for another update
Thank you all for the encouragement, keeps me goin
Although you'll have to wait for another screenshot update, I assure you there has been a lot of progress lately. Why no screenshot then? One might ask, unfortunately my new(old) monitor isn't too happy with the resolution and let's me scroll the overview map, so in order to make nice WIP screenies I'll have to turn on the Copypasta machine and puzzle all the pieces together one at a time, it's a lot of work and usually by the end of the day when I am done mapping, I am way to lazy to do that. So my apologies, to keep you in suspense, but believe me, it'll be worth it
stay tuned
-Zombie
Report message to a moderator
|
Staff Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: BigMaps Editing[message #327113]
|
Thu, 24 October 2013 22:47
|
|
winehouse |
|
Messages:84
Registered:October 2012 |
|
|
How about making it a converted fish hatchery? Arulco has cut ties with the surrounding world and does not really keep a NAVY.
Also, what happens when it floods? We need flood walls and sand bags.
Report message to a moderator
|
Corporal 1st Class
|
|
|
|
|
|
|
|
|
Re: BigMaps Editing[message #327210]
|
Sun, 27 October 2013 02:25
|
|
Zombiehunter |
|
Messages:182
Registered:March 2011 Location: Franconia, Germany |
|
|
DepressivesBrotSoon.
I lol'd so hard about that ROFL
Maalstroomany release soon?
But seriously though, release date will be: When it's finished.
I am still mostly working on F-Row, Map goes to P-Row, so it'll still be quite a while until we can think about a serious release date.
But perhaps there will be some kind of WIP release, like the XMAS release from last year, that is a big PERHAPS though. I am not and I can't stress that enough, repeat NOT promising anything here, nor will I announce any fix date for such a new WIP release. This matter is not entirely up to me, I hope you'll understand.
Anyways, also got a new Teaser pic, this time it's a WIP picture of Sector F3.
[color:#FF0000]DISCLAIMER: This screenshot is still totally WIP and may differ from actual Gameplay. Also, disregard any Cursors, Bloodcat Markers or Enemy Markers, present on the map.[/color]
As you might notice, there are some black spots on this map, that is no graphical glitch and should not affect future gameplay. It's just how Cliffs look sometimes in the tactical overview map.
This map is the beginning of the little sub-terrain-zone I decided to bring into the game and will be Fjord-ish. I got the idea from DepressivesBrot and I must say, it'll look nice.
That's all for now
Stay tuned
-Zombie
Report message to a moderator
|
Staff Sergeant
|
|
|