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BigMaps Editing[message #321530] Tue, 11 June 2013 03:43 Go to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Hi Guys,

for all of you who don't know me, I am Zombiehunter and as smeagol posted a while back, I am de facto in charge of mapworking on the BigMaps Project for AIMNAS.

The reason I am posting this today, is to keep you guys up-to-date about my part in this project and show you that I am still working on it, although not as fast or much as you probably want me to Wink
The reason for that is simple, I am going through a lot of changes in my personal life at the moment, coupled with a little lack of motivation. I am still editing maps, but as stated earlier not as fast as usual.

But there's a way you can help. If anyone of you guys, want to chip in on mapmaking, feel free to PM me. There are some rules though:

1. Make sure you're using the latest AIMNAS version, for tileset compatibility

2. Don't do the city-sectors, I will do them myself

3. Use the proper tileset, meaning don't do a desert map with a swamp tileset for example

4. Keep it believable

5.Don't do the sector rows A-E, they're already done

I know mapmaking is a lot of work and I won't promise anyone, that I'll use your maps. I will review every map or picture of a map you'll send me and give you proper feedback.

Thank you for you time

Regards
-Zombie

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Staff Sergeant
Re: BigMaps Editing[message #321531] Tue, 11 June 2013 04:17 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Thank you for your hard work.

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First Sergeant
Re: BigMaps Editing[message #321533] Tue, 11 June 2013 07:10 Go to previous messageGo to next message
Vince7403 is currently offline Vince7403

 
Messages:145
Registered:February 2012
Thank you for all the work. Hopefully some good quality stuff will come from the community.

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Sergeant
Re: BigMaps Editing[message #324362] Mon, 26 August 2013 23:29 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Still alive and kicking :wave:

And I decided to show you one of my maps today

It's the river crossing in E13 south of Drassen, the Arulco Army Checkpoint has been beefed up a little, after all we're in a warzone Wink

http://i1017.photobucket.com/albums/af297/Zombiehunter986/Jagged%20Alliance/E13BigMaps.png

Stay tuned
-Zombie

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Staff Sergeant
Re: BigMaps Editing[message #324363] Mon, 26 August 2013 23:47 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
That looks very nice, good to hear you still exist Smile

I'm wondering... in vanilla maps, the river also extended to F13, where it fed a small lake... will that still exist?

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Captain

Re: BigMaps Editing[message #324364] Tue, 27 August 2013 00:02 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
That is actually a very good point, stupid me forgot about the small lake in F13. Smart me will connect the river to the lake, though. Wink

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Staff Sergeant
Re: BigMaps Editing[message #324370] Tue, 27 August 2013 04:05 Go to previous messageGo to next message
winehouse

 
Messages:84
Registered:October 2012
Why not start your own project and make regular size maps?

:diabolical:

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Corporal 1st Class
Re: BigMaps Editing[message #324376] Tue, 27 August 2013 11:27 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
winehouse
Why not start your own project and make regular size maps?

:diabolical:
An important part of assuming a new identity is not to fall back into your old behavioral patterns, just saying.

[Updated on: Wed, 28 August 2013 10:49] by Moderator

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Captain

Re: BigMaps Editing[message #324392] Wed, 28 August 2013 07:22 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
Lol Depri.

The map looks awesome, and seems to me anyways like you channeled smeagol very well.

Quick question though, any chance we could get a sort of current state of things and maybe a roadmap.for the future? Like maybe what maps are done now.

Sorry for any weirdness, I am replying on phone and have fat little fingers that hit wrong buttons.

Dh

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Sergeant
Re: BigMaps Editing[message #324393] Wed, 28 August 2013 10:50 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Fixed that, wasn't talking to zombie, though the map does definitely fit in quite well with the overall style.

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Captain

Re: BigMaps Editing[message #324571] Sun, 01 September 2013 17:50 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
dinglehopper

Quick question though, any chance we could get a sort of current state of things and maybe a roadmap.for the future? Like maybe what maps are done now.


Most certainly, except for 1-2 maps the E row is done from the overall level design perspective at least. Could use some help with the civilian, enemy placement and also with the random item placement, that's something I have no clue of.

DepressivesBrot

Fixed that, wasn't talking to zombie, though the map does definitely fit in quite well with the overall style.


I already knew that depri Wink and I considered winehouse's post so irrelevant, that I decided not to reply to it.

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Staff Sergeant
Re: BigMaps Editing[message #324572] Sun, 01 September 2013 18:42 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Didn't think you didn't get it, wasn't totally sure about dingle though.

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Captain

Re: BigMaps Editing[message #324657] Tue, 03 September 2013 17:30 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Zombiehunter

Most certainly, except for 1-2 maps the E row is done from the overall level design perspective at least. Could use some help with the civilian, enemy placement and also with the random item placement, that's something I have no clue of.


I shall stand corrected, Maps E5-8 are still to be made, E15 is currently under construction, E16 will follow shortly. I have made a basic construct for E4, but stopped when smeagol told me he had something special planned for it. Unfortunately, I haven't spoken to smeagol lately, so I don't know whats up with that.

My goal is to have E row finished by the end of September, I will try my best, but can't promise that I will make it in time.

-Zombie

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Staff Sergeant
Re: BigMaps Editing[message #324660] Tue, 03 September 2013 17:57 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
:super:

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Sergeant Major
Re: BigMaps Editing[message #325062] Thu, 12 September 2013 00:15 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Hello folks, yet again another WIP update.
(I plan on making updates for you every week, if I won't be able to make an WIP update, doesn't mean development has stopped Wink )

Recently I finished E16 map (yes there is an E16 now Wink )
Have a little looksy yourself

http://i1017.photobucket.com/albums/af297/Zombiehunter986/Jagged%20Alliance/E16.png

This is only the basic layout screenshot, it doesn't show the current state of the map.
Everything East of the fence isn't Arulco anymore, it's the neighbouring country of IDK ^^

I have now started making the maps E8 and F8 Cambria Hospital. I am progressing very well on those maps and hopefully I will have them finished by next week. We'll see if you can sneak a look at them, then.

Stay tuned
-Zombie

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Staff Sergeant
Re: BigMaps Editing[message #325325] Wed, 18 September 2013 01:13 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Hello again,

although no WIP picture today, I am still able to proudly announce more progress.

As of recently I have started to edit 9 Maps simultanously, 4 of which are nearing completion, 3 of those are mere Wilderness maps, while the last one is Cambria Hospital, which will have a lot of new bells and whistles added, to make give it the "maximum" hospital feeling Wink

That's all for now.

Stay tuned
-Zombie

PS:
Still in need for some fine people, willing to assist in the mapping process.

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Staff Sergeant
Re: BigMaps Editing[message #325638] Tue, 24 September 2013 19:56 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
So,

recently I've encountered a major bug, which shredded two of my maps, thinking that I just lost at least 3-4 days of work.
Luckily Kriplo was able to recover said maps, again thank you for that. Now I will be able continue my mapwork and some day we'll be able to say: MISSION ACCOMPLISHED Wink

Stay tuned
-Zombie

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Re: BigMaps Editing[message #325914] Sun, 29 September 2013 14:57 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Hi guys,

another WIP update, I just thought to myself, I'll give you a little overview over the work I've done so far:

http://i1017.photobucket.com/albums/af297/Zombiehunter986/Jagged%20Alliance/progress290913.png

This is the current state, the green check marks obviously tell you what maps I've finished and those orange Hourglasses (they're supposed to be hourglasses Wink ) Show you the maps I am currently working on. All the maps above the green check mark line, have been taken care of, by smeagol obviously.

Stay tuned
-Zombie

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Staff Sergeant
Re: BigMaps Editing[message #325918] Sun, 29 September 2013 16:01 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Wow, that looks like there is still tons of work ahead of you. You have my sympathy. Wink :cheerleader:

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Lieutenant
Re: BigMaps Editing[message #325921] Sun, 29 September 2013 16:32 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
silversurfer
Wow, that looks like there is still tons of work ahead of you. You have my sympathy. Wink :cheerleader:


+1

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Sergeant Major

Re: BigMaps Editing[message #325923] Sun, 29 September 2013 16:56 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Thank you, it's for a good cause, so it's work I'll gladly do Wink

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Staff Sergeant
Re: BigMaps Editing[message #326076] Wed, 02 October 2013 07:27 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
I am looking forward to the eventual completion, Big maps and the attendant range correction has been one of my dreams for years.
I recently reread the OP, and got hit by a side thought. Once the basic maps are done, would it be possible to take any submitted left overs and clean them up into useful alternative sectors?

I know right now we have the alternates to allow gunrunners and terrorists and such and I know which sector you get is a 'random' when you first enter that sector, then stays that way for the rest of your game. I thought to improve the re-playability if more of the sectors had alternates it might make it more interesting.

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Master Sergeant
Re: BigMaps Editing[message #326090] Wed, 02 October 2013 14:09 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
Yeah, my thoughts exactly.

Could be great if all sectors could have alts - even more better if there could exist more versions of alt sectors (like 5 different maps 4 Drassen airport that can be loaded upon new game).

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Sergeant
Re: BigMaps Editing[message #326097] Wed, 02 October 2013 14:57 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
Easy now guys, this project needs to learn to walk, before it can run. Personally I like the idea of having Alternative Maps and there definitely will be some. But to make Alternative Maps for ALL of the Maps, MAYBE I will think about it when I have the minimum amount of maps recquired for this prohect finished. Don't forget, Mapmaking is a lot of work, I need between two and three days minimum to make a regular wilderness map. A big city sector can take me over a week and don't forget, currently I am doing this all by myself. So right now I won't just double the amount of work I gotta do for this project.

-Zombie

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Staff Sergeant
Re: BigMaps Editing[message #326099] Wed, 02 October 2013 15:05 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
Excuses, excuses Razz


p.s. is it possible to make 3 alt maps for same sector (lets say b6)? (but in a way to be just random sector not related to terrorists and such)

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Sergeant
Re: BigMaps Editing[message #326101] Wed, 02 October 2013 15:10 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
That's something I haven't tried yet, I actually can't see why that wouldn't be doable, but let me get back at that when I've gathered more informations about this.

-Zombie

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Staff Sergeant
Re: BigMaps Editing[message #326130] Wed, 02 October 2013 21:18 Go to previous messageGo to next message
storytime is currently offline storytime

 
Messages:19
Registered:March 2004
Location: Ontario
What about generated maps? I recall some limitations about some sectors, but it would be so much quicker. You could have some randomization on new games also.

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Private
Re: BigMaps Editing[message #326131] Wed, 02 October 2013 21:21 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
You go ahead and make some and they might be considered.

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Captain

Re: BigMaps Editing[message #326138] Wed, 02 October 2013 21:56 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
DerekBP
p.s. is it possible to make 3 alt maps for same sector (lets say b6)? (but in a way to be just random sector not related to terrorists and such)


Zombiehunter
That's something I haven't tried yet, I actually can't see why that wouldn't be doable, but let me get back at that when I've gathered more informations about this.



And?! Anybody knows?! Some feedback please... thanks.

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Sergeant
Re: BigMaps Editing[message #326139] Wed, 02 October 2013 21:59 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
You know 'let me get back at that when I've gathered more information' is a polite way of saying 'I might look into it next week, now quit bothering me', right?
Seriously though, 6 hours? Don't be such a impatient kid.

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Captain

Re: BigMaps Editing[message #326144] Wed, 02 October 2013 22:10 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Judging from the code, multiple alternate maps would only require minor code edits. However we would need maps to alternate in the first place. Expect this to be relevant again in a few years.

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Captain

Re: BigMaps Editing[message #326145] Wed, 02 October 2013 22:13 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
Ahm... "kid"?!
Go fetch me some cigs! :taskmaster:


It was more of a question 4 all other members - maybe someone else knows.
(read between the lines)

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Sergeant
Re: BigMaps Editing[message #326146] Wed, 02 October 2013 22:14 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
@Flug
We have great deal of maps - look at all the modes.
And 4 me is relevant 4 some years know, but never asked.

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Sergeant
Re: BigMaps Editing[message #326149] Wed, 02 October 2013 22:33 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
DerekBP
@Flug
We have great deal of maps - look at all the modes.
And 4 me is relevant 4 some years know, but never asked.


Define great deal of maps, remember they have to be 360x360 not Vanillasize.

I am being perfectly honest here, I started making maps for this project like one year ago, at first it was to take some of the work off of smeagol's back, now I've basicly taken over the whole mapmaking issue, because smeagol has some pressing workrelated matters to take care of. Can't blame him for that.
So basicly regarding mapmaking, I am all alone, every now and then I try to recruit some help but usually there is always some reason why one decides not to assist.
What I am trying to say here, guys let me finish the basic maps first, before you start coming at me with that idea of making additional maps, after all I am doing this for free, like almost everyone else in the modding community. And since noone seems to be willing to assist in the matter of creating BigMaps, this could still take quite a while. I am not able nor willing to commit to this matter 24/7.
And about generated maps, if you mean what I think you mean, there is no Mapgenerator for Jagged Alliance afaik. All the maps you enjoy today and in the future are made by someone.

-Zombie

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Staff Sergeant
Re: BigMaps Editing[message #326152] Wed, 02 October 2013 22:52 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
Can't we just enlarge existing maps and "complement" them?!



there is no Mapgenerator
I know, thank God there isn't one.

[Updated on: Wed, 02 October 2013 22:53] by Moderator

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Sergeant
Re: BigMaps Editing[message #326153] Wed, 02 October 2013 22:54 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
You can. In that case you only need to model the area of 4 vanilla maps instead of 5 for a scratchbuild.

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Captain

Re: BigMaps Editing[message #326156] Wed, 02 October 2013 23:01 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
DerekBP
Can't we just enlarge existing maps and "complement" them?!


Well, that is actually exactly what I am doing, as long as I can do it, as you might know, BigMaps is using different Tilesets. So basicly I can use some parts of the map, but the timesaving factor of this is actually next to nothing.

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Staff Sergeant
Re: BigMaps Editing[message #326159] Wed, 02 October 2013 23:05 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:147
Registered:April 2010
Yeah I know...

p.s. Hope U using lights only where light source (not placing them in "tactical manner").

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Sergeant
Re: BigMaps Editing[message #326168] Thu, 03 October 2013 00:26 Go to previous messageGo to next message
Zombiehunter is currently offline Zombiehunter

 
Messages:182
Registered:March 2011
Location: Franconia, Germany
DerekBP
Yeah I know...

p.s. Hope U using lights only where light source (not placing them in "tactical manner").


I don't even know what you could possibly mean with that

-Zombie

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Re: BigMaps Editing[message #326170] Thu, 03 October 2013 01:34 Go to previous messageGo to previous message
Faalagorn is currently offline Faalagorn

 
Messages:154
Registered:February 2012
Location: Poland
I'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 Wink.

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 Smile. 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 Smile. 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 Smile. 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)

[Updated on: Thu, 03 October 2013 01:35] by Moderator

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