Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS » BigMaps Editing
Re: BigMaps Editing[message #326171] Thu, 03 October 2013 01:44 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
An 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.

The spreadsheet sounds like a decent idea though.


Re: BigMaps Editing[message #326176] Thu, 03 October 2013 02:07 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
Faalagorn
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)


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
Re: BigMaps Editing[message #326178] Thu, 03 October 2013 02:17 Go to previous messageGo to next message
Faalagorn

 
Messages:157
Registered:February 2012
Location: Poland
DepressivesBrot
An 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.

Zombiehunter
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.

That's quite solid arguments, so I guess that periodic releases are fine Smile. Though there is one more benefit of version controls - backups Smile. 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.

Zombiehunter
The spreadsheet sounds like a decent idea though.

I'm glad it's helping Smile. 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 Smile.
Re: BigMaps Editing[message #326206] Thu, 03 October 2013 23:12 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
So yeah, after some cursing since I don't mess with (accurate) image editing too often, I present you a new Impressive Overview Map
Enjoy Smile

http://www.mediafire.com/view/yld8qyw71cm7jcq/WorldMapv9.jpg

(Link only, smeag nearly managed to crash the board once)


Re: BigMaps Editing[message #326252] Sat, 05 October 2013 10:05 Go to previous messageGo to next message
mmm

 
Messages:64
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

Re: BigMaps Editing[message #326255] Sat, 05 October 2013 13:23 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
1) The heavy WiP status works in your favor here, there are absolutely no items placed in any of the maps so there are no incompatibilities with other mods. In the future (read: when all the maps are done) they will of course be populated with the full range of AIMNAS items.
2) All of them.
3) Uniform increase from 160x160 to 360x360. That's a factor of 2.25 in linear dimensions or a whopping 5 times the area.
4) Excessive grass is a signature feature of WF since the old vanilla mod.


Re: BigMaps Editing[message #326268] Sat, 05 October 2013 19:42 Go to previous messageGo to next message
mmm

 
Messages:64
Registered:May 2013
Well, thank you, DepressivesBrot. That answers all my questions.

Actually the size of map looks idea to me. This is the size that I believe will reduce the severity of "border clashes" for large battles involve both enemy and militia, provide opportunities for very long range sniping(despite those god damned grasses), without hampering the performance too much.

Just hope they keep a version without any items, this project has the potential to appeal to a much wider range of users. Or better yet, do it the Aruclo Revisited way, to includ(for one of the versions at least) only 1.13 default items.
Re: BigMaps Editing[message #326271] Sat, 05 October 2013 20:13 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
Will run it by smeag to keep a 'naked' version of the maps available.


Re: BigMaps Editing[message #326277] Sat, 05 October 2013 23:48 Go to previous messageGo to next message
mmm

 
Messages:64
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

Re: BigMaps Editing[message #326278] Sun, 06 October 2013 00:09 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
We'll figure it out when the time comes.


Re: BigMaps Editing[message #326288] Sun, 06 October 2013 05:29 Go to previous messageGo to next message
buuface

 
Messages:102
Registered:October 2011
Thanks Zombie for your hard work and updates!
Re: BigMaps Editing[message #326328] Mon, 07 October 2013 04:45 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
Always working hard, or hardly working Wink

Okay folks, after DepressivesBrot's marvelous new Overview Map (thanks for your work again.) I am today posting the link to the Spreadsheet Faalagorn made for me (thank you too again Wink )

AIMNAS BigMaps WIP spreadsheet

Explanation:
Green=Finished
Yellow=WIP
Red=Unfinished
Black=Not applicable

I also added the link to my signature for future reference.

Disclaimer:
Faalagorn was so kind and made this Document open for all, so I am asking you not to mess with it, thank you very much.

Stay tuned
-Zombie
Re: BigMaps Editing[message #326379] Wed, 09 October 2013 02:19 Go to previous messageGo to next message
Faalagorn

 
Messages:157
Registered:February 2012
Location: Poland
Zombiehunter
Faalagorn was so kind and made this Document open for all, so I am asking you not to mess with it, thank you very much.

I left it open just to demonstrate things - as some accidential edits may happen from time to time, PM me with your Gmail/Google account address, and I'll give you edit rights just for you and view rights for everyone else.
Re: BigMaps Editing[message #326393] Wed, 09 October 2013 12:22 Go to previous messageGo to next message
yarco

 
Messages:29
Registered:October 2013
Nice work Zombiehunter.

I have a few questions:
1. Where can I download your BIG maps?
2. What's the difference between WIP and Unfinished maps?
3. Classic (white) maps are playable?

Thank you!

And pardon my english.
Re: BigMaps Editing[message #326394] Wed, 09 October 2013 12:36 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
1) Nowhere, wait for announcement.
2) I took it as 'on hold for some reason' when I filled smeags original work, dunno what zom intended for F2, we might want to sync that Smile
3) Kind of, if you like forests made from clothesdryers.


Re: BigMaps Editing[message #326395] Wed, 09 October 2013 12:43 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
I actually have quite the concept for F2, unfortunately I have no tileset fitting for what I have in mind (the Fjord-idea and maybe some sort of port for Grumm Wink )
So either smeag will return at some point and help me with the tilesets or I'll just have to learn it myself. (Regarding the Complexity of that, I'd prefer the first option lol)

Nevertheless, I still have enough other maps to focus on

-Zombie
Re: BigMaps Editing[message #326397] Wed, 09 October 2013 14:08 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
That seems like about the same interpretation for red.


Re: BigMaps Editing[message #326398] Wed, 09 October 2013 14:11 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
Okay definition for red is now, unfinished due to random problems Wink
Re: BigMaps Editing[message #326565] Sun, 13 October 2013 15:47 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
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 Wink 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 Wink

stay tuned
-Zombie
Re: BigMaps Editing[message #326568] Sun, 13 October 2013 16:10 Go to previous messageGo to next message
silversurfer

 
Messages:2292
Registered:May 2009
Oh, you found someone capable to help you. That's good. Smile

Re: BigMaps Editing[message #326663] Wed, 16 October 2013 21:03 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
@Zombiehunter

Please, do not stop with your work Smile Big maps JA2 is a totally new level for the game. Thank you for your contribution.
Re: BigMaps Editing[message #326963] Tue, 22 October 2013 02:37 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
Time for another update

Thank you all for the encouragement, keeps me goin Wink
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 Wink

stay tuned
-Zombie
Re: BigMaps Editing[message #326964] Tue, 22 October 2013 03:09 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
We want you spending your efforts in mapping not gluing screenies together anyway ... Wink

:thumbsup:
Re: BigMaps Editing[message #326975] Tue, 22 October 2013 13:24 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
Exactly, gluing screens is what the Logistics & Support Department is for.


Re: BigMaps Editing[message #326983] Tue, 22 October 2013 18:19 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
I'd rather have a wages department Wink
Re: BigMaps Editing[message #326984] Tue, 22 October 2013 18:34 Go to previous messageGo to next message
Uriens

 
Messages:330
Registered:July 2006
You can have a cheerleader department:

:cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader:


Yeah, I know ... :facepalm:

:biglaugh:
Re: BigMaps Editing[message #326987] Tue, 22 October 2013 18:53 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
DepressivesBrot
Logistics & Support Department

Yeah, LSD for the mapper(s) ... Very Happy
Re: BigMaps Editing[message #326989] Tue, 22 October 2013 18:57 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
You should get a medal for spotting the very well hidden joke there.


Re: BigMaps Editing[message #327058] Thu, 24 October 2013 02:38 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
Hey guys,

I thought myself, I tortured you enough with imageless updates, so here is a little update with a little pic Wink

[color:#CC0000]DISCLAMER: This picture is still purely WIP and does not reflect how the map will look in actual gameplay.[/color]

That said, here you go Very Happy

http://i1017.photobucket.com/albums/af297/Zombiehunter986/Jagged%20Alliance/F1WIP.png

The Original Map Design was made by hitgena (Thank you again) and was supposed to have a hotel in it. After a little reconsideration, it was decided that I'll turn it into a small Arulcean Navy Base. Navy Base one might ask? Yes, Navy Base Wink

Stay tuned for future updates
-Zombie

[Updated on: Thu, 24 October 2013 02:39] by Moderator

Re: BigMaps Editing[message #327059] Thu, 24 October 2013 02:47 Go to previous messageGo to next message
Off_Topic

 
Messages:1037
Registered:January 2009
That looks cool Zombie, perfect for a team with Scuba gear.


Re: BigMaps Editing[message #327067] Thu, 24 October 2013 07:17 Go to previous messageGo to next message
Slax

 
Messages:1435
Registered:July 2006
Location: People riding polar bears...
Ah, man. If only boats were a thing.
Gone snipin'...

Re: BigMaps Editing[message #327071] Thu, 24 October 2013 09:05 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
Slax
Ah, man. If only boats were a thing.
Gone snipin'...


http://stuckinchurch.files.wordpress.com/2010/09/darth-vader-i-find-your-lack-of-faith-disturbing.jpg

'Nuff said Wink

-Zombie
Re: BigMaps Editing[message #327113] Thu, 24 October 2013 22:47 Go to previous messageGo to next message
winehouse

 
Messages:91
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.
Re: BigMaps Editing[message #327115] Thu, 24 October 2013 22:57 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
Not a blue-water navy, but you need to keep smugglers out and your dissatisfied population in. For that, a country whose border is 50% coast needs a naval force of some kind or at least a somewhat militarized coast guard.


Re: BigMaps Editing[message #327118] Thu, 24 October 2013 23:09 Go to previous messageGo to next message
pheloncab

 
Messages:276
Registered:August 2004
Location: So. Cal. or texas
I can see the queen having Nationalized fishing, and touring boats for the army, and then they add a couple MG mounts some sheet metal for armor on a few spots and one Arulco Coast Guard is created.
Re: BigMaps Editing[message #327119] Thu, 24 October 2013 23:15 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Or they might have bought small boats from a certain other country's Vietnam war arsenal.


Re: BigMaps Editing[message #327124] Fri, 25 October 2013 00:37 Go to previous messageGo to next message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
winehouse
How about making it a converted fish hatchery? Arulco has cut ties with the surrounding world and does not really keep a NAVY.


First of all, I wanna say, I am always happy to get feedback from the community, seriously.

But we actually think the stuff we are going to implement through and, I don't wanna go to much into detail, but you'll be surprised about the changes we're going to make to this mod. There will be a lot of stuff you haven't seen in JA2 before.

winehouse
Also, what happens when it floods? We need flood walls and sand bags.


I wont acknowledge this expression with an answer.

smeagol
Or they might have bought small boats from a certain other country's Vietnam war arsenal.


That could be possible, I don't know though.

-Zombie
Re: BigMaps Editing[message #327174] Sat, 26 October 2013 02:03 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
any release soon?
Re: BigMaps Editing[message #327175] Sat, 26 October 2013 02:06 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3802
Registered:July 2009
Soon.


Re: BigMaps Editing[message #327210] Sun, 27 October 2013 02:25 Go to previous messageGo to previous message
Zombiehunter

 
Messages:184
Registered:March 2011
Location: Franconia, Germany
DepressivesBrot
Soon.


I lol'd so hard about that ROFL

Maalstroom
any 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]

http://i1017.photobucket.com/albums/af297/Zombiehunter986/Jagged%20Alliance/F3WIP.png

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
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