Topic: Creating a D2 Map  (Read 1190 times)

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Offline Lieutenant_Q

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Creating a D2 Map
« on: February 21, 2007, 02:55:35 pm »
I'm currently creating a D2 map, I have a few questions for anyone willing to answer them.

1)  How do I set it up so that the closer you get to a major installation, say a Starbase, the stiffer AI resistance gets?

2)  What is a good number of planets and bases for a 16x16 map?

For example I am currently creating a Federation-Klingon Border Region map  I currently have a ring of Base Stations on each side of the border, a smaller ring of Battle Stations deeper in their terrirtory, along with one Starbase almost at the edge of the map.  Now there has to be a reason as to why Organia was so important, so there should be a lack of planets on the border, but I also have to have it so that both sides can have an economy to build ships.
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline Hexx

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Re: Creating a D2 Map
« Reply #1 on: February 21, 2007, 04:09:05 pm »
1) I believe AI draw is pretty much a result of the mission set.
I *think* you can have missions draw diffferent AI depending on their map location, and obviously around base/planet hexes, but it has to be scripted in.

2) As many or as few as you want, seriously just throw enough on there that you feel comfortable. Doesn't really matter how many or where they are.
J'inn had a habit of sticking Lyran bases in frickin Nebula's and his servers still worked ok.
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Offline Riskyllama

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Re: Creating a D2 Map
« Reply #2 on: February 21, 2007, 05:12:10 pm »
1) By using different types of terrain, (say Open Sace 4-5 closer to bases, or use the lisening post base type to "mark" that terrain) and assigning the diffferent missions to appear in certain terraien types (the terrain or base type you placed in those regions) The reason you can use the LP terrain type is because it doesnt have a hex marker, and doesnt seem to affect terrain in any other way than being a possible matching agent for mission types. Unfortunately there isnt a way to set the missions in certain hexes other than designationg them different somehow, you cant just say make hex 45,3 and 45,4 use a different mission
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Offline Dizzy

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Re: Creating a D2 Map
« Reply #3 on: February 21, 2007, 10:52:51 pm »
1) By using different types of terrain, (say Open Sace 4-5 closer to bases, or use the lisening post base type to "mark" that terrain) and assigning the diffferent missions to appear in certain terraien types (the terrain or base type you placed in those regions) The reason you can use the LP terrain type is because it doesnt have a hex marker, and doesnt seem to affect terrain in any other way than being a possible matching agent for mission types. Unfortunately there isnt a way to set the missions in certain hexes other than designationg them different somehow, you cant just say make hex 45,3 and 45,4 use a different mission

Well, this is originally my idea from way back and I called it map/script hex seeding. We have already used it in a few missions from TraceyG and ED and it works similar to what RL said, although the mission itself is coded for the particular type terrain in several different ways. So the map maker has to match for the custom scripts. To date, this concept hasn't gone very far other than 'specialist' missions. Later when ED's new warp pack missions are done, standardized map/script hex seeding needs to be implemented. This needs to be brought up in the D2 Dev forum.

Offline Dizzy

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Re: Creating a D2 Map
« Reply #4 on: February 21, 2007, 11:01:54 pm »
Cpl things u need to know. Bases can be set to be destructible or not. This makes a huge difference in a campaign.

Second, AI is determined from the nearest enemy base. If destroyed/captured, the AI it spawned will continue to be spwaned till the next server reboot at which allied and enemy AI will change.

Third, planets and the 3x base hexes can be used in multiple ways. Scripts determine if a hex will draw a base or planet if there is one to match it to. Thus if you place a base station but the script pack you have doesnt have a base station mission, then you wont be able to blow it up if bases are destructible. Same with other bases and planets in respect to drawing a mission, but planets dont affect AI. Think about all this because the combination you use has far reaching implications.

Offline Lieutenant_Q

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Re: Creating a D2 Map
« Reply #5 on: February 23, 2007, 01:22:29 pm »
Thank you, I have another question.  I'm not sure if it is possible but,  Is there a way to name the Planets and Bases so that they show up in the game as "Station K-7" or "Starbase 12"  or Omicron Ceti?


I should have the map completed (minus a few details) tomorrow.  If it works the way I expect it to work I intend on creating more maps of other regions, perhaps with the intention of integrating them into one campaign over several smaller servers.  :)
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline Hexx

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Re: Creating a D2 Map
« Reply #6 on: February 23, 2007, 05:47:28 pm »
If by "in game" you mean on the map- No
if you mean in mission- then yes, but it'd have to be done through mission scripting, and would (likely) be far more hassle than it's worth for a scripter.
Courageously Protesting "Lyran Pelt Day"