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New map - Arctic Summer
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Authored by Hannibal_Barca on May 9 2017, 4:14 PM.

Details

Summary

A map with forests of bushes instead of normal trees.
Lakes can sometimes form interesting land patterns which can also be a bit unbalanced but fun.

Updated with added small hills and greater lakes:

Original:

Test Plan

Test map for uniqueness, playability, resource collisions and the like.

Diff Detail

Repository
rP 0 A.D. Public Repository
Lint
Automatic diff as part of commit; lint not applicable.
Unit
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Event Timeline

Hannibal_Barca created this revision.May 9 2017, 4:14 PM
Vulcan added a subscriber: Vulcan.May 9 2017, 6:35 PM

Build is green

Updating workspaces.
Build (release)...
Build (debug)...
Running release tests...
Running cxxtest tests (306 tests)..................................................................................................................................................................................................................................................................................................................OK!
Running debug tests...
Running cxxtest tests (306 tests)..................................................................................................................................................................................................................................................................................................................OK!

http://jw:8080/job/phabricator/1104/ for more details.

Imarok added a subscriber: Imarok.May 9 2017, 10:34 PM

This revision and D466 should be unified in some helper function. We shouldn't produce even more copy and paste maps. (We have enough work fixing the old ones...)

elexis edited edge metadata.May 16 2017, 2:34 AM
In D465#18837, @Imarok wrote:

This revision and D466 should be unified in some helper function. We shouldn't produce even more copy and paste maps. (We have enough work fixing the old ones...)

We can only add a new rmgen library and that's something I'd really avoid. I think most maps are very equal with regards to mapgen code as only numbers and order of execution changes.
The correct solution is to make those maps more appealing, unique and (also visually) different from the existing maps.

For these ones, I think we should use some path-creation functions (rivers), taking inspiration from https://wildfiregames.com/forum/index.php?/topic/15562-maps-and-biome-guide/

If only 1 map can be chosen, make it this one.

elexis retitled this revision from New map - Artic Summer to New map - Arctic Summer.May 26 2017, 3:14 PM
elexis accepted this revision.May 26 2017, 4:37 PM

Lake randomness isn't that imbalanced after the cleanup.
With the createBumps and sun improvement, the map looks an order of magnitude better. It will not only be welcome by the the mainland-duplication fans!

Apparently it really is summer, not spring:

From https://en.wikipedia.org/wiki/Climate_of_the_Arctic#Spring

By May, temperatures are rising, as 24-hour daylight reaches many areas, but most of the Arctic is still snow-covered, so the Arctic surface reflects more than 70% of the sun's energy
In most of the Arctic the significant snow melt begins in late May or sometime in June.
By July and August, most of the land is bare and absorbs more than 80% of the sun's energy that reaches the surface

binaries/data/mods/public/maps/random/artic_summer.js
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arctic

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++ix (unless we really need to return the value of ix before increasing the number (which we don't need in loops))

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x z unused

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-1 tab

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Loops can be merged and playerPos a local var. (They could be used otherwise, but until that's the case I rather have everything as local as possible)

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Call placeDefaultChicken with rabbits

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Refs D540, could add a new template for domesticated rabbits. Those ones near the CC could be considered wild too, idc

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As usual, bbX, bbZ, and group can be inlined

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This while loop still doesn't prevent collisions with the following resources

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14? That might be warranted by islands, archipelago, polar sea and migration, but not here. 10 should be enough if not less. The amount of bushes seems comparable to other maps

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clPlayer, 15 is sufficient for the starting resources and iberian walls. Thereby allowing lakes on the tiny mapsize too.

waterConstraint removed altogether, because the lakes should be able to overlap, thus making ships more viable and lake generation more interesting.

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pickRandom

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We have to nuke copy of the copy of the copy of the copy of the copy sometime, just like all the other copies for the default player resources.
Also lots of inlines.

Furthermore this looks like it could nuke playerConstraint and waterConstraint by just using avoidClasses as usual.

Tested this and we can just use

log("Creating lakes...");
createAreas(
	new ChainPlacer(
		1,
		Math.floor(scaleByMapSize(4, 8)),
		Math.floor(scaleByMapSize(40, 180)),
		1),
	[
		new LayeredPainter([tShore, tWater, tWater], [1, 3]),
		new SmoothElevationPainter(ELEVATION_SET, -5, 5),
		paintClass(clWater)
	],
	avoidClasses(clPlayer, 20, clWater, 8),
	scaleByMapSize(1, 12));

to get rid of all variables and ugliness whatsoever. should do the same to the other lake copies

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This should be the exact same snowLevel in both cases

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more more more bumps. gonna steal from danubius..

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createBumps must occur before paintTerrainBasedOnHeight!!

This not only fixes an issue where shoreline-snow is painted above the shoreline AND
also paints some of those bumps with the hill textures, i.e. we just added more natural looking mountains (not only 2 height levels) it looks awesome!

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tabs instead of spaces

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Those things are too ugly and don't fit to the rest of the snow that has melted IMO (too thick)

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at most one each seems better

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( on the line above

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can be inlined

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clMetal -> 4, otherwise collisions of mines with trees

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Uses the polar sea dawn settings, so that the sun that melted that snow becomes notable and vivid.

binaries/data/mods/public/maps/random/artic_summer.json
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arctic

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arctic

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arctic

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north, unless that is some citystate
don't think comma before the and is required

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arctic

This revision is now accepted and ready to land.May 26 2017, 4:37 PM
This revision was automatically updated to reflect the committed changes.
elexis edited the summary of this revision. (Show Details)May 27 2017, 1:46 PM
Imarok added a comment.Jun 1 2017, 5:54 PM

You shouldn't spawn wolves directly at the CC.