Monday, April 23, 2012

Mirroring a map

Isn't there a program that u make 1/2 or part of the map, and then u can mirror it over to the other side? Because quite frankly, I dont want to spend double the time making the map. And it would make it exactly perfect, anyone have any apps for it?|||Look in the useful information sticky. There are links to some tutorials, and some of the height map instructions tell you how to do it in photoshop or similar programs.|||http://forums.gaspowered.com/viewtopic.php?t=19498

water problem and marker

Hi all, I have 2 problem, when i create a new map i set water elev. 65 and deep 65 , init elev: 65 and I have all map with water, i place mountains and isle, but when i place makers all water in mym ap change in terrain why? where i wrong?



Pls help me fast



Ty for help|||Try that gramatically correct please so we can understand it.|||solved

always problem with makers and "editor"

Hi all, I try to explain my problem, when I put the points on the map then I can not zoom in more back and forth, more if I say to the editor to save me crashes, you can tell me how to solve this problem?



And I don't see my makers that i placed before....

Decals Flicker Off

Does anybody know why certain decals flicker off at certain viewing angles? Also how to stop that from happening?



Thanks|||Working with the Tundra textures ?

Pain in the *** these decals. They sure like to go wonky and make placing them tough.|||In all honesty there is no way to stop this. I have the same problem with one of my maps. All I can suggest, is not to use too many of the ones that do that, and use more of the others. It is a shame that this game has so many faults with it, and the editor. :( :cry:

[WIP] Stripe

Ok heres my map. Its called Stripe. It is 1x81. 2 players. Asymmetrical

And for some reason it crashes the game when it loads. It stays on the loading screen for 15 min and then it crashes. all i get is a "Forged Alliance has stopped working" message. I have Vista.

Beta dl

http://www.mediafire.com/?sharekey=28a4bd7f08cfc866af924764f9977b1de04e75f6e8ebb871

plz post any fixes so I can release map

pics

http://www.imagebam.com/image/f6da1128055784

http://www.imagebam.com/image/94819328055781

http://www.imagebam.com/image/7170b928055780

http://www.imagebam.com/image/ffdef728055778

obviously in the editor cause I cant load it in FA|||I like the idea behind the map. But I don't what could be causing your error.|||:idea: Maybe I have too many reclaimables...|||1 time i ran it in log mode (pressed f9) and i got a warning saying that map unknown has no save file? :? :? :? :?

gap around bottom of skybox

When I test a map in-game and swivel the camera to look toward the horizon, there's a black band between the bottom of the skybox and the top of my terrain. How can I fix this?



Do I need to raise up all of my terrain? Are there any tweakable settings to 'lower' the skybox? And if I need to raise the terrain, is there an easy way to automatically add some amount of height to everything?



Thanks for the help.|||If you figure this out please let me know, I've had to artificially create a mountain range around every single one of my maps in order to have an effective scene set for every movie I've worked on in SC. The black band sucks and yeah I wish the sky box rendered much lower but alas it does not.|||This link might help I'm in the process of trying to fix this too...



http://forums.gaspowered.com/viewtopic.php?t=13314|||Thanks Indiana07. I'll try that.

How can I mirror props? and water issue

I made a map thats mirrored instead of rotated.

I have half the map done with props and need to copy/mirror+rotate it now.



Also have a problem with the deep water when zooming in and out, and it looks ulgyer when zoomed out then in the editor.



http://www.bluestrike.be/tempspul/supcommap.jpg|||I wonder about how to mirror props and decals too. I made a map like that. I ended up copying props/decals and manually placing them on the other side.

Spawn issues Revisted! A solution in sight!

So for the last three days. THREE DAYS OF HELL. I was plauged by an odd error on my newest and as of yet incomplete map.



The commander spawns showed up in the top left corner.

If that wasn't bad enough. That isnt even where my commander spawned, rather, he spawned AT RANDOM on the map.

Things did not bode well.



Being not the first map I made, It stuck me as odd. and I went though all the steps more than once. And couldn't figure it out.



Caplocks: Cruise control for awesome.



So I did what I must, I send a virgin copy of my map to Le VirusWatts for him to examine. And about an hour later of banter back and forth about all the things to try. One thing was noticed.



In the army tags.



We tried messing with their order in the save file, no luck

And then it was said.

Isn't that supposed to be capped out?



I had under my markers tab

"Army_1"

where I should have had

"ARMY_1"







I felt like kicking myself.



So remember! capslock is cruise control for awesome!

and a whole lot of trouble saved.



Full caps when renaming your blank marker to ARMY_*|||nice... i had the same goof on my map|||same here too, but i noticed and fixed it a while back.|||Luckily I remebered how nazi code can get with captial letters, so I always stuck to caps :D|||Thats cause your whole life you've been tought that a and A are the same and mean the same thing.... but they arn't the same they are as different as 6 and V|||i added this to the editor wiki:

http://supcom.wikia.com/wiki/Map_editor_tips



thanks :=)|||I have the same problem,ok no i dont. cuz all mine are cps locked where they should be , and commander 1 still spawns randomly , and commander 2 , all the other 6 are fine. >:-(|||I don't see my map damnit i can say that i have markers all with capslock is just or no?

help pls minimap in-game show green and not with colors laye

Hi all I have test mym ap but when i Launch it the minmap show green here the screenshot. How I fix it? Oh I forgot to say, that I use supcom scenario editor(not official I think bo).

Image



The terrain in minmap must show with colors used in editor...|||IINM, that looks like cartographic mode.

Delaying ACU spawns

Any way to make a player spawn later into the game, same 20-60 seconds after the start of the game?



I was hoping to make a map where, among other things, 2 civilian factions would have a little battle before the players spawned.|||this was brought up recently, and Duncane inputted that he's quite certain it's possible; i'd go read through his last 50 or so posts and see what he said.

Checking for markers

I need a script that checks for markers of a specific name... that doesn't crash if they don't exist in the map.



What function can I use for this?|||New question: How do I spawn a group of units? Like, in the map editor only units in the "INITIAL" group spawn by default. If I want to make the spawn of certain enemy structures at the start of the game dependent on a variable (say, difficulty level) how would I do this? What's the function to spawn a group?

Water Problem

Within the SUPCOM map editor preview i can see the water fine, waves etc, blue coloured the normal.



When i load the map in game, the water appears totaly different, a grey white color, no waves, no blueness.



Cant seem to find out whats te problem...



Any ideas ???|||For me I just installed a ATI 4870 and my game was not rendering the water.

I got everything working fine after resetting the defaults in the catalyst control center.



GL|||Im running, GTX9800 and tried resetting to defaults no look. Every other custom map made works fine, i have a feeling its some thing to do with the map editor or some setting i havent yet enabled, or maybe the lighting but have tried and cannot seem to put the finger on the problem.... Any more suggestions?|||Can't remember what Nvidia drivers are like for adjusting 3d effects, too bad there is no reset to defaults option.



I believe your problem would be the game not the editor,

The way I see it, If the editor is showing you water correctly and the game isn't.....



Are other maps displaying water properly in game ?

If they do then load one of those maps in the editor and export the water properties into your map your building.



GL|||UnToUcHaBLeZ|||Is this a known problem for others then?, i searched the forums and had no luck finding anything similar....



Is there a work around?, or am i simply unable to create maps ???|||Was having the same issue and reseting everything to defaults fixed it. Strange thing is that this was a new install of the card and drivers.

Map Editor Error

whenever i start up the official map editor i get this error message:

"The Procedure Entry Point ?GetPlayerColourName@Moho@@YA?AV?$basic_string@DU$char_traits@D@std@@V?$allocator@D@2@@std@@H@Z could not be located in the dynamic link library MohoEngine.ddl"

and its in the right folder (gpg/supcom/bin). Any ideas :?|||Did you install the map editor with SupCom (not Forged Alliance) selected in GPGNET?|||yes, i installed it with the original supcom, and what do you mean by "selected in gpgnet"? and i've tried uninstalling and reinstalling supcom, same outcome|||Do you have Forged Alliance installed?



If you do - On bottom left of GPGNET you'll see the FA icon, the Supreme Commander icon, and the red G icon. Make sure the middle Supreme Commander one is selected.|||yes, i have installed FA, i have only used gpgnet once. :oops: cause of my unstable internet connection :(

Could you post a screenshot or something?|||I have the same problem .

But im sure my map editor file is in the Sc bin folder.

How fix these problem ?|||Copy the map editor exe from the FA folder to the SC folder, and create a new shortcut on your desktop. Worked for me. Not that you will be working out of the SC dirs, and not the FA, aka where maps save/create/need to be loaded.

Huge future cities?

Can someone make huge future cities over the whole map? Has somebody already done them?



Rick|||In the Map Vault try searching for "City Wars", while it isn't exactly what your looking for, its pretty much the same kind of thing.



Also, this being a Map related question, I'll move it over to the Map Forums.



Mike

[WIP] Tropic Tongues

Image





Download Tropic Tongues



Here's my sophomore effort at map making (I haven't posted my Freshman effort -- we'll see if I ever do...). I started with the official Wilderness map and did some heavy heightmap editing to create the namesake peninsulas.



Thanks to some tips from Thygrrr, this map uses the script that adjusts the number of resources according to the number of players. As such, this map works as a 1v1, 2v2, or 3v3 map. Teams can be East vs. West or North vs. South.



The 1st and 2nd starting positions are on the tips of the tongues, just out of T2 PD range of each other. The only land path between the two halves of the map is via the choke point valley between the two tongues.



The map has AI markers (HazardX's marker tool is slick), but this is a [WIP] and not a [REL]. Advice or help with the AI markers is welcome.



Please give the map a try and provide feedback.|||I haven't downloaded the map yet, but it looks very nice.



I'm going to try it soon.

How do you install/get maps?

Sorry, I know this probably sounds like a bit of a "noobish" question, but how can I get new maps?



I've found some maps online that I like, but I'm not sure how to put them inside the game.



The only maps I have right now, are the ones that come with the game. Pretty much, I want more since some of those maps are too boring...



Where do I place the files?

How do I install the maps?







(NOTE: I currently have the 1.1.3254 patch installed! And, I don't have FA! I only have Supreme Commander!)|||http://forums.gaspowered.com/viewtopic.php?t=33332



patches to be found.





once you've patched both SupCom AND GPGNet, get onto The Vault; that's where the maps are kept.



and before you say 'where's The Vault?' -- RTFM!

Creating the initialising script

Hello people i have a problem, i make a txt document, and put local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua')

function OnPopulate()

ScenarioUtils.InitializeArmies()

end

function OnStart(self)

end



But in FA i don't see the my map ( I use supcom map editor v 4 for make maps)



How i fix it?|||This should be stickied, use the one in the link,



http://forums.gaspowered.com/viewtopic.php?t=33831|||no run T_T|||pls someone help me|||what are the other files used in your map?



oh and, GJ Hungaboo!|||oh solved the problem in in save.lua i must change the then ame and value.|||Hi im having the same problem i think can you be a bit more precise about what you did to fix this.|||Nav, is there anything in the MoHo Log that indicates what's going on?|||Ah never mind failure to capslock on my part. The fix is here

http://forums.gaspowered.com/viewtopic.php?t=14290 but mislabled as

Map not in Map list Capitilization problem in _save.lua when the problem is in _scenario.

Decalling near the dge of maps = impossible

Seriously the camera spaz's out near the edge and I can't get a good enough look at the area to accurately place decals. The lack of a camera reset button is annoying.



/rant|||Alt + MMB = rotate

V = reset camera



Was all I ever needed. :)

[REL] Frozen Wasteland V2

Frozen Wasteland V2



5x5 2v2 balanced map.



Has no rocks or wrecks but plenty of trees to reclaim. Fairly low in mass points and is pretty open.



Image



Image





In the vault under the Keywords, Frozen, Wasteland, V2, 5i1.



Added an extra mex per player for 42.8% mexes at start. (I hope that is enough to satisfy Bhaal's complaint. :) )|||Looks nice.|||it looks nice but has not enough mass points...



you get 50% of the mass at your starting location...|||Updated to v2

FileFront Closing "Indefinitely" March 30th

A hell of a lot of custom content might be lost forever if people dont get on the case now:



http://farewell.filefront.com/|||Crayfish|||It does not appear to be so...|||Dark|||And this news would seriously damage Filefronts business if it was a joke. Companies might do funny stuff to April fools day but nothing like this.|||It's not an April Fools, we got bought over by the original owners. I'm the Site Admin of SupCom Files and this is just a message to say that we are now accepting files again, all the issues are solved and the sites will not be shutting down. If you want your mods/maps hosted again you can go the site and upload the files or go here:



http://supremecommander.filefront.com/upload/|||Thank you Digz, thats good news indeed! While there are a lot of hosting services out there few come anywhere close to Filefront. Plus they usually dont have their own SupCom section. :)|||I know you all know me and I'm just here to confirm what digz has said, the site is alive and kicking, YAYA|||It's good to have Filefront back! And it has to be said that meredith is doing an excellent job selling the service on these forums too :wink:

Supcom Universe links

I've followed several links that now dead end. Did they close down? If so, where is that information now? I need to take a look at the L3DT tutorial again, and figure out how to make the new FA data available to the map editor. My main computer is down so I'm trying to get things up and running on my laptop.|||This the one ?



http://forums.gaspowered.com/viewtopic. ... highlight=|||Hungaboo|||SupCom Universe has been closed down. The forum has been transferred to insidesupcom.de. I don't know if everything has been transferred but I know that all accounts got transferred as well.|||This link will also set your UI language to English and display the dark blue SupComU style: SupComUniverse



All threads, attachments and user information has been migrated as well, so your old login will work. I tried to fix the links in my tutorials, please let me know if I missed a few, thx.



www.SupComUniverse.net is also a valid adress and probably easier to memorize.|||Col. Jessep|||Fixed. Sorry, was busy playing Demigod... :)|||Why the move in the first place?|||Owners. I can't remember exactly why, but they had some problems. TAUniverse is still up though. :)|||Q.Star.111|||Hmmm.|||BOTA:99|||Wait, those are weasels! I thought they are cats! No more coffee for Col Jessep tonight.|||So now you're back and ready to update us on CEP maps! :D|||I was never gone Pureon. I was just taking care of a few other things and I need some time off for Demigod and stuff. :)

Maybe I can squeeze in a map or two on the weekends but its not that easy without Dragon Fly. Im not as good with placing AI markers as he is.



And polarstar you wont like me when I had no coffee... ;)|||Col. Jessep|||I am never too far away, I visit here every day. :D



Quote:

Problems getting started: Which programs? Where?

Hi all. I'm already involved in the mods forums so you may have seen my posts, and I am trying to get into mapping too. I have hit upon several problems getting started, even after reading through the stickies on this forum and downloading things, I have got nowhere. Partially because the map-editor I found on the vault is not FA compatible.



Can some kind soul give me a list of things to download so I can map-make for FA? I have a design ready and waiting to get onto the computer, but first I need a tool which doesn't crash



Thanks :)|||i can't help you with the actual map editor, however when it comes to writing map scripts, i suggest you read this thread for the more-correct scripts to use (the ones typically found elsewhere will break mods under certain conditions).|||you have to use the supcom map editor its the only one. their never was a map editor made for FA you just have to make it in the supcom map editor and then copy it over to FA and make your AI markers for it.|||For me the one tutorial that made it possible to play my maps in FA is in the link below. In the tutorial link below there is also talk about a startup script, I recommend to you not to use that startup script but the script from Bulletmagnet.



Tutorial:

http://supcom.wikia.com/wiki/Official_m ... r_tutorial



Startup Script from BulletMagnet: (better mod support)

http://forums.gaspowered.com/viewtopic.php?t=33831



Once you made your map, used the tutorial and the startup script to make it playable you can copy your map folder from SupCom to SupCom FA.



But then there is the AI. Also a good solution to that one:



HazardX Marker Editor:

http://forums.gaspowered.com/viewtopic. ... 87&start=0



Also you talk about a crashing tool, I think you mean the official editor V4 (pre-alpha). What is the error message that you get when it crashes? (you have to be in SupCom mode to download that one in GPG Vault, not in FA mode)|||It says it cannot find a moho.dll or something. I own SupCom 1, but it is so scratched I can't re-install on this machine. I still have it installed on my old machine though, so I think cloning the file into the FA folder may work.



Thanks|||I don't think cloning the moho.dll to your fa folder will work.. try this instead:



You could clone your entire SupCom directory from your old pc to your newer pc. Although this probably won't make SupCom work at least the editor will work, I think. After you made your map, added the startup script and AI markers you can copy & paste your map to the FA/maps directory in order to make your map playable under FA.



---edit:



Another great link which you can use:

http://forums.gaspowered.com/viewtopic.php?t=34350



This will explain how to make FA specific things work in the editor like decals. Be warned, the editor will take longer to load a few things.|||I have cloned the files across, and that thread has been very helpful. Looks like the map editor v4 is working too, so the map should be done in about a month. (I have exams, and this thing should look gooood:))



On an unrelated note, and I may start a new thread for this, does anybody know if it is possible to put the FA UI into the first SupCom to play through the campaign, or put the SupCom campaign into FA UI?

Sludge 2

Hi I'd llike to ask someone to edit The map sludge 5KM to 10KM, but i wanted the islands to be the same size, but further, so they wouldnt be hit by t2 artilhary with 2.5KM range



Image



:lol:|||Anybody can do?

:?:|||I can see about it. do you know what the map name is and what folder its in|||meredith|||When?

take?

(Solved) Right program?

I'd like to start making maps for FA, but I just need to clarify something;

Which map editor tool is better for creating maps? From what I've gathered, it's HazardX's unofficial map editor, even though it's around two years old. The official one from the vault doesn't work for me. Is Hazard's one the best one?

I know where to find his unofficial marker editor, I just need the map editor.

Thanks. =)

Mod FA map?

hello,



I want to mod SHARD map (with Supreme scenario editor v0.471 beta), but I can not find it in the list, because there are only maps of vanilla! where can find it? how to put? and edit it?



thx!|||all you need to do is find the shards map folder in FA and copy it to the supcom map folder, you might have some problems with missing textures or something, but once you are done editing it just copy it back like normal preferably using a different name so you dont overwrite the original.

Saltrock Colony?

Has anybody made an eight player version (additional land mass and new player on both the north and south areas of the island) of Saltrock Colony that is fully compatable with Sorian's AI Pack?



Thanks for your time,



GB|||if their is one that has all that just no AI points than you should be able to get some one to do that for you.|||i'd be interested in seeing an 8p Saltrock.|||How should it look like? I can make one, but I can't give an ETA, although it should be done quickly. It'll be 20*20 though, instead of the 10*10 for the 6 player map.



I already have an idea, but if you guys have some ideas too, I can implement it in mine.|||my guess; 15km map should suffice, it'll have enough room without there being too much room.|||I have tried the first thing, but as usual I am facing the problem that it is not as easy as I thought it to be, so it takes longer than expected already. Also, I'm getting busy for school the next two weeks, so there's really no ETA.



About the map: I'll take into account that 15 km probably will suffice.|||Thank you very much for your efforts...



GB|||I am very sorry that I have to say that I have stopped working on it.



I'm sorry, but other maps and important things in real life took my attention.



Maybe I am going to work on this some time again, but I am not sure (this is why I haven't given an ETA, and why I probably have to keep myself from saying I'm going to do this, before even taking a proper look at it).



Again, sorry for giving you a false idea of this :(|||Plasma_Wolf,



RL always takes priority. Heck, I just would like a land map (with some water) which the AI is especially tough. I have yet to find a map where the AIx just keeps hitting me (and my teammates)...



Any suggestions?



GB|||I know very well that real life always takes first priority, but I feel a bit bad about it because I kinda forgot about the map, but still did other maps.

Well, maybe I'll be looking at it this weekend, but again, I'm not sure.



About suggestions for a map: no, and I just noticed you already have the Sorian AI (seen it in his thread, you made a reply). Can you beat that one? if so, what about getting online?

(not that I want you to get online if you don't want to)



If I suddenly see a map with hard AI, I'll tell you.|||Problem is the 20 min no rush. I have lots of defenses set up (and maybe a fatboy or two), but no huge offensive fleet o'doom. I would die relatively easily vs a human player. With Sorian, if you survive the initial onslought (20 to 25 min mark--no rush) you've got it won.



GB|||I like the idea of such a map too. That has always been one of my favorite stock maps.|||Ok, I've been working on the map for about 30 minutes now, and the basic job is done: heightmapping is not yet complete (it doesn't look nice yet), but I have managed to turn the 6 player island into an 8 player island (setup is for 2v2v2v2).



It's going to take at leas a week though, probably even longer because I'm working on other maps as well...|||Hi Plasma_Wolf,



I'm just thankful you're working on a map. The other maps you are working on--are any of them flat with few (or no obsticles) for the AI to navigate, so the AI can take full advantage?



Thanks for your time. Remember, RL is first.



GB|||Flat? Not at all... Take a look at Tessal Passage



When I make maps, I don't think about the AI, I just add the markers afterwards (I assume that I've got to add proper AI markers here too, right? That may turn into an AI which is not as good as the one on the original Saltrock, because I don't know very much about AI markers)|||Beautiful map. Wow. Heck, that is like Picasso. AI markers are added, so how does the AI do?



GB|||I don't know, I added AI markers, but that is solely for obvious waypoints and combat zones.



I make maps for multiplayer games, not for player vs AI games, the reason why I started adding them is because the people of the Community Expansion Pack wanted it.

Since then I continued adding them to maps, because I agree to it that some people like to play with AI too.

However, I am not interested in playing vs AI, and I am also not interested in testing maps on how the AI works. The result is that I don't know very much about AI markers, sorry for that.|||your markers look fine, could use some refining but they will work ok.



One mistake tho and that is your amphibious markers are done wrong.

if you used the supreme marker editor then you need to click on EDIt and then GENERATE AMPHIBIOUS PATH NODES it will replicate the Land path nodes and from there you add the rest of the amphibious pathing nodes into your water.



Do not worry about removing the orginal amphibious path nodes as the editor will ask you if you want to delete the current path nodes.



I could be wrong here but I assume that the amphibious units will follow the amphibious markers only and not the land markers, thus the need to generate amphibious markers on land.



And heres a tip, use the lower right area in the editor to turn off viewing markers and the grid makes doing the work easier on the eyes.



Nice map...|||Hungaboo|||8) Its a nice little feature, Saves time laying out the extra pathing.|||Plasma_Wolf|||This is the map as I've got it now, I want to add player, mass and hyrdo markers now, as it was in Saltrock for 6 players, but before that, I want to know (especially from the OP, who requested the map) if this is the desired lay-out. If not, I can now change it without having to change all of the markers.



Image|||it's got my vote.|||Looks good from here :)|||Well, the OP hasn't responded yet, but I've got two positive votes, so I'll just go on from here.

[REL] Black Sun Defense (Survival Style Map) version 0.8

Image





Hints:

Alliances are set automatically.

The gates will progressively bring better units.

So you must attack when have the opportunity.



Story:

Somehow the Seraphim have detected our attempt to rebuild the Black Sun. They have already corrupted most of the galaxy, and we are fighting against the best. We now must defend our last hope against them.





TODO / Buglist:

- Add decals to the map

- Add props to the map





Version History:

0.8 - Fixed the damn desynch problem. It was indeed caused by using Objectives.KillOrCapture() in late game.

Added map expansion back... balanced normal difficulty a little more.



0.7 - Added Dialog stuff back

The map now starts completly open/expanded (this is my last attempt against the desynch)

I had to change the story and now the gates are indestructible until... (you'll see)



0.6 - Tweaked wave progression, difficulty, and default map options

Call GetTimeSeconds() once at each loop in the gate thread and round the result (could this be the cause for the desynch?)

Removed Dialog stuff, and switched to plain old text (could be the reason for the desynch also?)



0.5 - Merged config into script file (to avoid messing with the broken GPGNet map uploader)

Changed all math.random to Utilities.RandomInt() (could math.random cause a desynch ?)

Changed some marker positions (fixed the hidrocarbon layout for player 3/4)



0.4 - Premodified the paths so the included library would work and uploaded again...

Since I was able to delete the old version, I kept the same version



0.4 - Removed the "\n" characters from the scenario

But this time GPGNet screwed paths for extra library...



0.3 - Initial public version

GPGNet screwed up the scenario file (DO NOT DOWNLOAD)|||I have tried playing this map with 3 other people and we always run into a desync problem just after the spawn gate area of the map opens up. Definitely hope this issue can be resolved as we really want to play this map!|||Did you only have problems when the map opens up ?



If so, it might be the whole dialog system that is causing the desynch.



I can try uploading a version without it if you want.|||The desync would start occuring about 2 minutes after the map opened up, otherwise it seems to be fine. Definitely would like to try the map in a fully exposed version if possible, although we did like the way it is scripted / has a story line.|||Do you have a normal download link? The vault is broken, I can never find anything on it (only stuff I'm not looking for or nothing at all). Could you please upload it to for example www.filefront.com so I can download it and me and some friends can play this map? Thanks a lot!|||The map is really great, so the difficulty needs some adjustment.

We played version 0.5, no bugs or desync. difficulty hard or harder (i guess HPx1.5) startup 60sec and the evolving speed was normal.



Thats what happend, 2 times.



15 mins of t1 or even scouts only... 1 ACU can handl it. too easy, my spider was fighting t1 units.. ?



after 20 mins first t3 units come, (did i miss the t2 units ??) now the game seems to be quite ballenced and is funn.



after 30 min experimantels beginn to spawn! Yehaa, the funn starts.



35 mins, Experimantls spawn like t1 units, about 25 Fatboys in one group. WTF ???



40 min Scathy spawend.... -> dead, no chance





So with this settings:

0 - 15 min :nothing [-_-]ZZZzzzzz...

20-30 min :cool

30-40 min : cracy hard

40-xx min : impossible





And its possibel to kill the gates right after the map expands.. guess must be somthing like minute 15 or 20. First experimantls are up, still t1 spawning. Dont know if this is the way its ment to play...



Keep it up, i really like the "story" and how you use the map. Great idea!!|||Hi da_Coca,



When you say "we", how much players played the map ? And was it on GPGNet or LAN ?



Yeah, I only had time to balance the map a the normal difficulty. I've re-written the method to spawn the units so many times, and each time I had to re-balance everything.



I intend on releasing a new version of the map really soon, but my desktop's PSU went bust. And that's my box that I use for development.



As soon as I get a replacement, I'll release a 0.6 version, with the "dialogue" feature disabled (this might be the culprit of the desynchs). I'll also give it a go on hard and see how the game goes.



The whole goal of this map, is to attack the gates. If you can destroy it as soon as the map expands, go for it. If you ignore it, and keep on playing, it is supposed to be unbeatable.



And the lower level units along with more advanced ones area expected also. Although there's a limiter, and you should only see T1/T2 Air or T3 land spawning with a Fatboy.



Did you by any chance use any mods along with the map ? Like 2x resources ?



BBF out.|||i played with 1,2,3 and 4 player on GPG-net, never had a desync. i never play with mods.



we just tried with 3 players all settings to standart. (btw, whats standart startup(3mins?)), and bet the map by atacking just in the moment when the map expands. We where able to kill 80% of the gates untill minute 30 where the experimantls start spawning.



But the first 13 mins there are only scouts and then only some t1 bots come. 1 ACU is abel to kill all, no pointefense, no units. the other to allys just focused to get some experimantls up after 20 mins.



You really need to mix some t2 and t3 bots in the first waves to make it more intresting.



A big problem seems to be that people who double klick on the game to join, get the popup from the Vault to automaticly download the map. they always download automatically v0.3, also v0.5 is opend. They say:" i have just downloaded the map, why i still dont have the map?" Then the Vault tells you, that you already have version 0.5 and you cant download it any more. Solution: you have to manuel delet the v0.3 and manuel download version 0.5



I was able to explain it to my frinds, but the normal GPG user doesnt get it, so i suggest for releasing v0.6 to change the name so that the automatically downlod works again.



coca|||Tried the map again last night:

- used v.5 of the map

- no mods

- 4 people total playing

- tried playing through gpgnet.... received desync error

- tried playing through LAN ... received desync error



both times at the 30 minute mark just after the warning messages.|||I've updated the map to version 0.6.



da_Coca:

This new version has a re-written wave progression formula.

It shouldn't be so boring in the beginning, and might be less impossible in the end.

Unfortunately, I didn't have really time to play test it a lot, and I tweaked all the formulas by head.

I would really appreciate any comments on how hard it is now.



What I would like to ask from whoever is playing this map, is to take notes on when you guys are reaching each tech level (T1,T2,T3) on the default difficulty. Also, I have to know how well do you play.

From that data, I can better adjust and balance the map.



Following da_Coca's suggestion, I'll begin changing the map name directory on each release so that the auto-download will work. I didn't even know that such system existed :oops:

It would be nice if I could instead just release new map version as the Vault was designed to do. But the maps I upload don't show up as mine after I close GPGNet...



xmortacx:

I've removed the dialogue code from this version also. And I changed some code that could be the reason for the desynchs.

Please test out this new version and tell me if it's better now.|||Alright! well I tried this map out last night.



- Played on LAN

- Normal Difficulty

- 10 Minute Startup Time



I have to say the difficulty progression was much improved. The map didnt open up for us until the 43 minute mark which seemed longer then in v0.5.



unfortunately we still ended up with a desync error at the 45 minute mark give or take 30 seconds. We played through the desync error to finish the map as you can do this on LAN...would kick you out on gpgnet (or at least always does for me). We noted along the way that even though we were getting desync errors we weren't seeing anything out of sequence with each other..ie: when a gate blew up we all saw it blow up at the same time. I have played through a desync problem on one other map and we ended having our actions 1 minute apart by the end.



Thanks for the map...lotsa fun!|||xmortacx|||Version 0.7 is (was) really great. The difficulty is well balanced and its really fun to play.



Played on difficulty normal, startup 60 sec. (The default startup seems to be 180sec?? but its called startup_0)

1 acu can still handle all enemy units till minute 10, but thats OK i think.



With 2 players, pathfinding is fine.

With 3 players the units start to get stuck on the way down on about 25 mins.

With 4 players the units start to get stuck on the way down on about 15 mins.



If the units ARE stuck (about 10mins later), you only have to defend air because really NO enemy ground unit (even the experimantls where stuck)is reaching the defens line. Then its much too easy again... ofcourse.



about the desync problem, it was probably somthing in your script in lategame. I never had desyncs if we won or died before minute 35-40



going to try version 0.8 now!!|||Played version 8 a few times. Really great work. No desyncs. A lot of fun to play. The balancing seems to be good. (defoult startup shoud be 30sec.) Its cool that there are not that much Zcar spwaning, the dath-damage of 1 dropping into your defense is quite a lot.



Thoug we realized that after minute 30 to 35 you only spawn experimantls and acus. Yust get 3 Soulrippers or 30 restorers and thers nothing to stop you. The AA dmg of a spider is a joke...



Woud be cool if you mix some ASF to the spawning. Woudn't do much differenc to the defending but makes it a littel harder to get the air dominance and just fly over the map and kill all.



thx for the great map

Da_Coca|||Take a challenge, disable air units.. :)



150 tech2 bombers kills everything, so now I'm trying to get up there with land.. freaking hard..|||Nice...



I've fixed the path finding for the map when playing with more then 2 players.

From my tests, they didn't get stuck...



I was thinking, and I might remove the configurable wave start option from the map, and adjust it according to the chosen difficulty. The current default for normal is 120 seconds (which is enough for me to have a T2 PD turrent ready by the time the first scout comes in). I think that faster than that will be too hard for newbie players (which usually play on default difficulty).



Have you guys tried playing with difficulties other then the default ? Like hard and very hard? And if so, is it playable ?



I'm also gonna add ASF to the waves with subcoms and exp.

It might make impact on the amount of sub/exp units being spawned in those rounds, but I'll try to balance it out.

Considering a group of 3-4 subcoms, how much ASFs should be spawned with them ?



Thanks for all your support so far :D|||Got this map from the Vault. Very cool idea but I have some comments.



1) Make all the enemies that come be of ONE selectable race?

2) Why does my Black Sun turn up as a beige cardboard box? There is something very wrong with the graphics/rendering here.

3) Some AI markers for the AI? I know you are supposed to play with human players but sometimes we can't be four =/. The Sorian AI starts the game by saying that it is targetting everything at "Civilian", how will this affect its behaviour?|||AlteMann

Official Map Editor problem...Tool windows missing

I am using the official editor, made a map but wanting to make a few changes after my test run but when I load up the editor I can see Resources, Layers, but I dont get Tool.



If I look under the View menu I see the option to display Tool, its ticked, but yet the window for it wont appear. I have tried closing and re-opening, deleted supcom editor and re-downloaded it from GPGnet but yet the Tool window still wont appear so I can make changes.



Anyone know why this would happen?

AI won't build defenses

I have a map where the AI builds units and moves them out well, but doesn't really build many defenses where the defense markers are placed. Is there a trick/technique to achieving this?

Hightmaps?(Solved)

Hi, iam new to gpgnet forums but not supcom. ive created several maps

already. but to the point of this post. Can you create a hightmap from

scracth in photoshop and use it the official map editor? (sorry if i missed spelled anything)|||Yeah, it's just an image file.|||Thanks. :D edit: is there any guide explanning how to create a hightmap by scratch?|||http://supcom.wikia.com/wiki/Height-_/_ ... ting_tools|||thanks again. :D

[WIP] Grave Passages

Grave Passages:



Here is a map I hope to compliment Duncanes Base Assault mod,

Currently it is beta and needs all the bling yet, Going with a Isis theme.



This version of the map is for just a 3 way vanilla game play.



I have only had a couple games with the Base Assault mod and I see the maps mass markers need heavy nerfing.



http://hosted.filefront.com/Hungaboo/



Image



Image



Image|||I always love a good single chokepoint map.+ ur maps suit my style. Dling now|||Hyperion did you have a game ?



markers need work.

I noticed the ai likes to only go one route. This being both corner opponents teamed up and as rush. Ai is ignoring mass in its own base and the acu is seen standing still alot.



I also need to do some land lowering on the ridges. Artillary just shoots into the ground.|||So this is what you've been working on while your Frost Bite map waits for a ram upgrade! Looks good Hungaboo.



Sent you a PM.|||ya I just did. I also did a all AI game. For some reason The bottom AIs dont do anything both if im playing or im not i was using sorian 1.9.6.

The top AI was awesome great markers there.



P.S. R u working on any maps now other than this 1?|||That is looking nice. The Base Assualt mod has potential, and it will be good to have some maps designed for it.|||Hyperion_Personality. I wish I could have spent more time play testing, Sorry to waste your time playing a beta with lack luster game play.



My other map Frost Bite is going to require a computer upgrade, looks like I need a new harddrive and ram and the fan on my new Video card needs an upgrade, that Ati 4870 likes to run hot.

The map being as large as it is, is killing my system. Increasing the swapfile did not allow me to go any futher with the map as the editor crashes when ever I hit Save.



----------



The ai plays strangely in this one. I have another build of the map with a different marker setup that plays a bit better. But the two lower spots always seem to join together to attack from either the left side or the right instead of each concentrating on attacking from thier respective sides. The transport drops work better now, thats a plus.



Duncanes BA mod likes to award too many mass spots to the base, Its radius is fairly large. This makes it impossible to play against as the Base is overly powerful with all that mass I have placed.



I am just trying to get vanilla gameplay working first so Duncanes mod will have to get another version of this map after.|||No need to be sorry. I become a botttom player and i get a OK 1v1. Its really great. besides u got sorian AI to work on it. I cant get hazardXs editor.



P.S. If u have time feel free to add sorian markers to any of my maps to get an extremely special thx :D



P.P.S If u get mad about this humble request im sorry :oops: :(|||Hyperion_Personality|||Windows vista's parental controls prevent me from installing either of those. I have hazards editor i just cant get it to run.|||Be awhile before I can get back to this map, so I uploaded a beta 2 of where I left off, mapped with landscape changes and a different marker set (untested !! )



I have lowered the cliffs in height and slope to try to help with units firing from those positions and not firing into the ground.



I am unable to test this marker set until my computer parts arrive next week as my game crashes now as well as the editor :( taking a T.O.



If anyone downloads it, I hope it provides a good game.



Updated the pics at the top to show the current build.|||ill playtest and get back 2 u|||Still working on this. Slowly that is 8)



- Fleshing out the mountains.

- Added new second routes into the smaller player 2 and 3 bases to help with the ai pathing.

- Opened up the center to provide another entrance into the player 1 base and to add more routes for ai pathing.



Image



Image



Image|||The terrain's looking very interesting Hungaboo, I haven't tried this map yet but I might save the experience until a bit later. Computer built yet?|||I gave the original version a few runs a while ago. This is a nice map that looks to be getting even better. I'll have to play on it some more because I did have some feedback.|||Pureon, Mocafrost,

The map has changed alot from that file I uploaded. Don't bother with it :wink:



Trying to change the AI in its play style on the map to be a bit more aggressive. I've widened passages for bigger troop movement, and lowered mountains as some aircraft where having to navigate more.



The computer is running ...... better. Scared myself installing a dual fan kit for the video card. some thermal pastes can be conductive I just discovered :roll:

Ditched a couple old sata drives in raid and went with a new sata2 1 TB drive, HUGE cache finally. And much needed ram.



Now I can get to play my map instead of looking at it.|||congrats on the computer upgrades. Let's hope you won't get any more troubles with it.



I'll be waiting for a more finalized version of the map before I play it. I'm currently very busy with other games, which in turn keeps me away from editing myself :p|||lol at conductive thermal paste - I always get really nervous when building/upgrading my computers, I've had a few disasters.



I think I'll wait for a version you're happier with before trying this map. Looking forward to it!|||Beta3 is up for anyone interested.



Still working on game play, markers, and passage widening.

Mountains need some tuning ect...



No time to test.... Off to Vancouver for a get away.



Links at the top.|||Thanks.|||Hi mocafrost, did you get a chance to have a game on this ? Wondering what your impressions are.



It seems ok for the early game, I have not had a chance to play a extended game on it. Im curious if it is to tight and the larger units get hung up in thier travels.



Hard finding time to play with the editor lately, I thought a recession was suppossed to slow down things :!:|||Hungaboo|||I gave it another go and made sure to send huge groups of units weaving to the enemy start points. They did just fine other than the five hours it takes to get there by land.



I noticed that the AI built fire bases in some of the passages. That was good because they were near opponents bases, and allow direct travel. I'd recommend placing the expansion markers a little closer to the start positions so they can be all be within TML range. That only applies to some.



Overall, an enjoyable map to play.|||5 Hours :lol:



Thanks for the suggestions.



I'm happier with the game play now, so I think I'll start decaling it some time next week, and boot it out the door as finnished.|||lol. I sent large T1 and T2 mixed groups to each enemy start position in the early T2 phase. I managed to drop lots of T2 bots and arty on one of the enemies before the ground group made it there. I think your map's theme works perfectly. Most maps are too weavy and cramped when the same type of play is attempted.

Giant Earth Maps

Been real excited about all the nice looking Earth maps, beautiful detail and all, looks good, plays good

Except for one thing....

Where's New Zealand!

Every single full Earth map (and the single Australia one) cuts off New Zealand, my poor unwanted country :cry:

If someone is looking for ideas for a new map here's one - 1v1 New Zealand - simple North vs South (NZ is two islands for the uninitiated)

As a diehard TA fan I considered NZ tactically brilliant - study topographical maps to see the mountain ranges (Kaimai, Southern Alps, Bombays)

As I have neither the time nor the talent to even consider building this myself, would be most grateful if anyone would consider this task|||It would actually be remarkably easy as there's freely available good quality DEM of New Zealand.



In fact if someone else wants to take the time to do the texturing I have the DEM sat here and can generate the heightmap for them.|||What's a DEM? and is texturing difficult? (ahem... as i said, talentless at mapmaking)

Will help wherever I can, if that makes it any better lol|||Digital Elevation Model.



The publicly available SRTM (Shuttle Radar Topography Mission) data is probably the easiest to get hold of but is relatively low resolution (100m+).



Texturing is easy to learn, difficult to master. And properly texturing a map can take fcuking ages.

Haven o War - Unsure where to go. Opinions Appreciated.

Hi Chaps.

Some of you would be familiar with Haven of war.



Im unsure about how to go about one part of the heightmap. Suggestions would be appreciated.



Here is the map overview:



Image





And here is the section I am interested in. I've marked the starting positions and the area of heightmap I am unsure what to do with.



Image

So as you can see heightmap is a little different there. I am unsure whether to make a passage across the top, just have a small expansion area or just stop that player going up at all...



Please let me know what you think!







And just for completeness here is a slightly older in game screen :)



Image|||Just close it up ;)



Do you have plans to change the watercolor?|||Hmmm... The 'plateau' out to the left also allows access to the top tier...



It was a suggestions from Ice-Fire on inside-supcom that I supply an upper area for building experimentals super weapons etc....



Prolly would be easy to close it then just render mountains across the entire upper section....



Havent though of changing the water... you think its out of place?|||I don't think it would be a good idea to have only 1 place go to the upper section. If you want access to build experimentals then it would be a good thing to open up another spot on the right side. This will give 2 access points where the 2 outside start locations could use the upper section.



About the water color, I do think it looks out of place since it's just a big pond and not a sea area. A desert area has lots of dust, dust that would like to mix with water. The way it is now may look nice and cool but in my opinion it is a bit out of place in a desert area.



If you want to keep the blue water, then I think it would be a nice thing to place civilian buildings and have in the Description something about civilians cleaning the water for consumption in this big natural reservoir.|||IMHO; keep the water as-is. it's a nice spot of colour that's on an otherwise quiet map.



but in other news, where's the download link? XD|||Yes, where can we download such a cool looking map ? 8)|||LOL Thanks for the feedback guys!



Download will be from teh vault and I'll also host on filefront when it is finished.



There is still a weeks work in it I would suggest...







Paceydre thanks for the feedback, I'm still unsure how to do it but I will find a way :)



If anyone else has comments about the heightmap section in questions please share :)|||Xmall