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ValKor01
28th Aug 09, 5:46 PM
MAP NAME - Plaza Primarus
STATUS - RELEASED
VERSION - 1.2 (Third Release)
AUTHOR - ValKor01


CHANGES FOR V1.2
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-Removed objects and splats to Improve performance.

The map is virtually identical to v1.1, only difference should be in performance. So I wont be updating screenshots as they still show the map as it is.

CHANGES FOR V1.1
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-Took steps to remove possible exploiting on VP's near Player bases.

-Attempted to improve the visual effect of the snow and also improve the ruined buildings.

-Added some new lighting

-Attempted to remove some splats and objects to Improve performance, I could do more, I know theres some stray objects and splats around but with the closing date fast approaching I dont want to risk missing it. After the competition, if this map has not won (I cant believe anyone would be confident of winning and I am certainly assuming I will not), I will spend some time going over it and try to improve performance further.


ABOUT THE MAP
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This is my entry for the Gamereplays 1v1 Map Making competition. Closing 30/08/09

The Massive wall of text below this is meant for those interested in what I was aiming for when making the map and other information, you do not need to read it, you can skip to the layout and screenshots below it. :)

Ok, When I started out on this map I took the time to look up what 1v1 maps were most popular, and last time statistics were released the 2 most popular 1v1 maps (and most popular overall) were Siwal Frontier and Calderis Refinery, once I knew this I had a look at the maps, specifically I looked at Siwal as its been in the game since release and has been (clearly) by far the most popular. Looking at it, I took in that it wasnt an overly complex map, fairly open and so I decided that I would try and keep my map as simple as possible with atleast some good open areas. Looking at Calderis Refinery I saw that the layout the capturable points was symmetrical, which was reassuring as my intentions for my map would require some symmetry.

My intentions for this map were to create a map around a plaza (or square if you will) that is outside of a Govenors mansion of some sort. I wanted to create a similar setting as what I did with Kasyr Lutien, plenty of burnt out husks that use to be the homes of some of the city's citizens and somewhere where players could have some fun battles. Because of choosing something like a plaza, I knew I was going to have some issues with my map being fairly symmetrical (something Im well aware wont score me any good points in the competition). I've taken some effort to try and make areas ive intentionally made "look" the same and add things to make them look less symmetrical. Such as placing down random craters and damage to other areas having cover in some places on one section but on the other its something different or in another spot. Ive done this while also trying to maintain some balance so that when either team goes to each of these sections of the map, they have an equal opportunity for some cover and at a similar distance. To try and break up the symmetrical look of the map I made both players base areas largely different from each other. Player 1's Base is situated in what Ive turned into a small landing platform area, it has a more industrial look with metal flooring and pannels where as player 2's starting position is directly infront of the Govenors mansion.

The Govenors mansion is basically a lookalike of the large building you see in the upper section of the official 3v3 map Capital Spire, I loved the look of it in Capital Spire and thought it would look just right as the Govenors mansion on my map, its not an exact replica but its pretty close, I added some things (or changed if you wish) to make it look more like how I wanted it to.

Most of the map is decorated with cobblestones and concrete slabs etc to give the impression only wealthy members of the city would live nearby or in the area and that the area would rarely have seen vehicles and those vehicles would be traveling to and from the Govenors mansion.

The map is 256x256 playable area, the nonplayable area is large. I made it at 175% of the playable area but was unhappy with how it looked so I increased this, I took the rule as being there to make sure people had atleast 175% unplayble area to save from being able to see the edge of the map as there was no mention of not allowing it to be any bigger. I hope this wont be a problem but if My map will not be allowed due to this, I will attempt to reduce the non playable area, asumming there is time to do it, if not then its tough I wont be entered then ( :-P ). In order to try and keep things running smoothly I have attempted to keep details on the non playable area to a minimum and only have the better looking details in areas where a player would see them when at the default camera angle.

I know I didnt have to point out that I replicated the building from Capital Spire and used it as the govenors mansion or mention about my non-playable area size being larger than 175% but I thought it best to mention them. Id rather be honest with my map and be disqualified than dishonest and in the competition with a possibility of looking like a jerk, although I dont think Ive done anything that would have me disqualified but you never know.


Anyway, thats enough talk, heres some images and the download link.

I hope you all enjoy the map!


MAP LAYOUT
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http://img56.imageshack.us/img56/4586/plazaprimaruslayout2.th.jpg (http://img56.imageshack.us/i/plazaprimaruslayout2.jpg/)



SCREENSHOTS
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All Screenshots were taken in game, Ultra Settings and at 1680x1050 resolution.


http://img141.imageshack.us/img141/44/plazaprimarusp1basev11.th.jpg (http://img141.imageshack.us/i/plazaprimarusp1basev11.jpg/)
Player 1 Starting position

http://img141.imageshack.us/img141/6746/plazaprimarusp2basev11.th.jpg (http://img141.imageshack.us/i/plazaprimarusp2basev11.jpg/)
Player 2 Starting position

http://img408.imageshack.us/img408/6756/plazaprimarusp1powerpoi.th.jpg (http://img408.imageshack.us/i/plazaprimarusp1powerpoi.jpg/)
Power near Player 1 start position

http://img143.imageshack.us/img143/7809/plazaprimarusp2powerpoi.th.jpg (http://img143.imageshack.us/i/plazaprimarusp2powerpoi.jpg/)
Power near Player 2 start position

http://img340.imageshack.us/img340/486/plazaprimarusp1vpv11.th.jpg (http://img340.imageshack.us/i/plazaprimarusp1vpv11.jpg/)
VP near Player 1 start position

http://img83.imageshack.us/img83/5590/plazaprimarusp2vpv11.th.jpg (http://img83.imageshack.us/i/plazaprimarusp2vpv11.jpg/)
VP near Player 2 start position

http://img141.imageshack.us/img141/9412/plazaprimarusleftpowerp.th.jpg (http://img141.imageshack.us/i/plazaprimarusleftpowerp.jpg/)
Left lower area of map, contains 1 Req point and 1 power node

http://img340.imageshack.us/img340/7679/plazaprimarusrightpower.th.jpg (http://img340.imageshack.us/i/plazaprimarusrightpower.jpg/)
Right lower area of map, contains 1 Req point and 1 power node

http://img133.imageshack.us/img133/9412/plazaprimarusleftpowerp.th.jpg (http://img133.imageshack.us/i/plazaprimarusleftpowerp.jpg/)
Power node, left side of map

http://img83.imageshack.us/img83/7679/plazaprimarusrightpower.th.jpg (http://img83.imageshack.us/i/plazaprimarusrightpower.jpg/)
Power node, Right side of map

http://img83.imageshack.us/img83/5508/plazaprimarusmiddlevpv1.th.jpg (http://img83.imageshack.us/i/plazaprimarusmiddlevpv1.jpg/)
Center VP

http://img143.imageshack.us/img143/919/plazaprimarusactionshot.th.jpg (http://img143.imageshack.us/i/plazaprimarusactionshot.jpg/)
Action shot 1

http://img83.imageshack.us/img83/919/plazaprimarusactionshot.th.jpg (http://img83.imageshack.us/i/plazaprimarusactionshot.jpg/)
Action shot 2

http://img340.imageshack.us/img340/919/plazaprimarusactionshot.th.jpg (http://img340.imageshack.us/i/plazaprimarusactionshot.jpg/)
Action shot 3


Now, If you're wondering if thats snow in the screenshots, yes, kind of. if you are unsure how to get this effect and would like to use it yourself, I have described how I created this effect at the end of this post.



__________________________________________________________
Download: AVAILABLE
INFO: Due to Sturmtruppen excellent map pack I will no longer be releasing packs with my maps all included. if you like the map you will just have to hope Sturm gets this one included soon. ;-)
Size: 4.7MB
LINK(S):

2p Plaza Primarus v1.1 - FILEFRONT (http://www.filefront.com/14427641/2p%20Plaza%20Primarus%20v1.2.rar)

2p Plaza Primarus v1.2 - MEDIAFIRE (http://www.filefront.com/14427641/2p%20Plaza%20Primarus%20v1.2.rar)


INSTALLATION
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Detailed installation instructions are included along with the map in a "README.txt" file, if you get confused by the instructions below go to the readme.

Place pp.sga into your

"Dawn of War 2\GameAssets\Mods"

Folder.

Open Steam, go to "My Games" Tab and Right-Click Dawn of War 2, Select "properties" then click "Set Launch Options..." and type:

-mod pp

The map should now appear on the maps list when you enter the game. The README included also has additional information if you want to read it.



THANKS GOES TO:

RELIC - for the Map Editor (Obviously! :-p) and all their games!

LondonDuncan - For feedback given to me on the map allowing me to improve it further, also see below for the other reason im thanking LondonDuncan.

Deionarra - I am thanking both LondonDuncan and Deionarra for their releasing of stamps containing many effects found in some of the official DoW2 maps. Some of these effects you will see in this map and allowed me to by pass a rather frustrating issue I was having while making this map. Thanks guys!




ABOUT THE SNOW
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As I mentioned above, for the benefit of those that would like to know, I will detail how I created the snow effect in this map. All of it was done simply by using the World Builder as it is supplied. The snow effect from the sky is created using "White_Sand_00" as the texture for rain, it wont look the same as what I have ingame but ill supply a screenshot below showing the settings I used to get the same results.

http://img93.imageshack.us/img93/2382/snowsettings.th.jpg (http://img93.imageshack.us/i/snowsettings.jpg/)


As for the frosty looking ground, I simply took a sand texture, Specifically "Stone Concrete_top_01" (ill supply a picture of the texture selected in the World builder Below) as it was about as close to white as you could get.

http://img30.imageshack.us/img30/9068/snowtexture.th.jpg (http://img30.imageshack.us/i/snowtexture.jpg/)

I set the "strength" to the lowest setting and simply went over the top of other textures already laid down and I applied the texture multiple times to areas where I wanted there to be some build up of snow. This sort of trick I dont believe would work when using it on a large area so I used it in small amounts at to specific areas, I also think that the map needs to be fairly dark so you can mask the yellowish colouring to it, I did try to mask the yellow colouring by also adding some "light blue" lights above areas with a large quantity of the texture.

I hope I pulled the effect off convincingly enough.


And thats all. :bigwave:

smeckma
29th Aug 09, 12:46 AM
It is impressive how good this map is.

ValKor01
29th Aug 09, 1:09 PM
Im glad you guys like it, ive made a few changes, including removing a possible exploit with holding down a VP with a setup team while also being covered by the base turrets.

Cutting it fairly close, I know its only around 3pm on the 29th CST at the moment but its 9pm here in the UK and it feels like im cutting too close for comfort.

I believe im done and v1.1 should be getting sent out soon, im just waiting on the lighting baking and once thats done ill organise a change list, amend the readme and pack it all up.

Shouldnt be too long now.

ValKor01
29th Aug 09, 4:11 PM
Map updated to v1.1, change notes available in first post.

smeckma
29th Aug 09, 5:14 PM
Did you use a high map editor to make it or the in-built one?

ValKor01
29th Aug 09, 6:14 PM
Screenshots updated to show version 1.1.


@ Smeckma

I used the World builder provided by Relic. Same one everyone else has, ive used only what tools and other content it comes with. I did use a paint program to edit the height maps, but I believe thats a fairly common practice and all it really helps you do is create good vertical walls for city type maps.

ValKor01
30th Aug 09, 12:41 AM
Updated to 1.2, change notes in first post.

ValKor01
30th Aug 09, 1:22 PM
Anyone had any performance issues with the map at all, atleast, any that are preventing you from enjoying the map?