This year’s “Next Generation” of consoles are out, and the PS4 Pro is the first console to offer a 4k UHD Blu-Ray disc drive. This is supposed to be the next best thing to being able to play games on a 4K television. With that being said, there are still a lot of people who want to be able to play the games they have on their current console, but not a 4K monitor. There is a new game console called the Xbox One X, it is supposed to be up to 40% faster than the original Xbox One, and this should mean that games will be able to be played without any problems. That said, there are still a lot of people who will want to be able
Some of our readers had a lot of maps in their heads, but just didn’t know how to make them. And the rest did, but didn’t know how to place them on the map, or how to edit or embellish them.
Map making is a key component of any strategy game. There are countless maps, and each has its own purpose, from playing a certain strategy game, to learning the terrain, to representing an area of interest, and so on. Today we’ll focus on a way to make your own custom maps!
For anybody interested in map-making in the game Humankind, this guide includes information on the map editor, territory sizes, territory restrictions and caps, tile count, and hard/soft caps on territories. This is very comprehensive, but if you want to create good maps, you’ll most likely find it useful. HUMANKINDTM is Amplitude Studios’ magnum opus, a Historical Strategy game in which you may rewrite the whole human tale — a confluence of culture, history, and ideals that enables you to build a civilisation as unique as you are. Check out the whole guide, which includes information on the following topics:
Humankind’s Map Maker, Editor, And Territory Guide
Index of Territories
First and foremost, I’ll discuss the territorial index. Every territory has its own index ID, which is used to link all of the data that the map editor requires to properly depict and verify it. For example, the territory with index 10 might be a Continent 1-tagged land territory that represents tiles from the Arctic biome, such as XYZ. Alternatively, index 40 may relate to an Ocean-tagged aquatic region, which corresponds to Temperate biome tiles ABC. Every territory has its own index ID, which is unique to it. That’s because each territory is distinct from the tiles that make up its biome and tag type (Continent 1, Continent 2, Ocean, etc.).
Territorial Limitations in Size
The official map editor guide does not go into as much detail as we would have liked. It merely says that continent territories should be “roughly 50 tiles” and that ocean territories “can be bigger” in passing. Following extensive testing, it was discovered that the real size ranges of regions, as determined by the validation, are vastly different. Oceans may be as little as 10 tiles and as large as 199 tiles. Continents may be the same size as well.
As you can see, there is no distinction between the types of regions. As a result, you’ll be able to quickly exceed the 50-tile limit. You must also fill the whole map with territories, including ocean tiles, according to my understanding. The default index 0 ocean is just like any other region. You don’t have to add any explicit territory to it as long as it’s less than 199 tiles. This is useful information since it leads us to the following two points, namely the upper and lower caps.
Upper Capacity Territory
Only a large map has been used to verify the upper cap. The index has a 255-point upper limit. Because we consider the first ocean as index 0, there are a total of 256 index IDs. Because you’ve exceeded the maximum limit of 255 territories, the editor displays index problems (visible in the diagnostics report). So there’s a hard cap there. This implies that we can’t have more than 256 territories in total for now (counting the initial ocean as 0). The map editor seems to load the territories in order and give an index ID to each one. It begins by assigning index 0 to the first territory in the array, then index 1 to the second, and so on until the array reaches 255.
So, what happens if you cross the top cap? There was a lot of amusing activity. To begin with, it seems that the counter resets at some point and assigns the identical index IDs to territories once again. This value may be anything from 0 to 255. In essence, you’ll have two identical index ids for separate regions. This makes it difficult to change the characteristics of specific regions since you’ll always end up modifying both. Despite the fact that the two IDs cover a distinct set of tiles, the map editor assumes they are the same area.
As a result, stay away from the top cap. Thankfully, you can view the ongoing index tally in the map editor by right-clicking on a certain area. If you’ve deleted or reallocated territories, you may need to restart the editor to reapply the indexing. If you’ve gone below the upper cap and want to view the real, updated index IDs, you’ll need to do this.
Territory’s Lower Limit
However, it seems that there is a lower limit. The soft cap, as far as I can tell, is 236 territories. After 236 territories have been allocated, the top cap begins to act strangely. The diagnostics report, however, does not reveal any errors this time. Again, this is on a large map, so it may or may not matter.
Both the North and South Poles are located on the same continent.
The map editor insists on a unique and continuous territory along the north and south poles whether using the ‘territories menu’ or the ‘create new territory’ option. It’s unclear if this implies there’s already a north/south pole, or whether you’ll have to make such distinct and continuous regions yourself. For one thing, the former may account for the 19-territory disparity between the upper and lower caps, although this is just speculation.
Given that a large map’s “circumference” is 150 tiles, this also denotes a single-tile band running north and south across the map. Whether you have the band or not, there are no warnings in the validation. It also doesn’t matter whether the band is allocated to a continent or not. You would, however, lose two continent “slots” if you did so. This point requires further testing, and attempting to load maps into the game may create problems.
Dimensions of Maps and Performance Testing
On a tiny map, I just tested the maximum region size. On a large map, the behavior of the upper/lower cap was examined. More testing is required to see whether this holds true for other map types or if there are differences. I just found out everything above after a lot of study against the regions, tools, and reasoning.
I haven’t tried playing a map with just 199 tile territories to see what occurs. Also, what happens if you attempt to play a map that exceeds the soft/hard cap? It’s likely that performance might suffer as a result. It may potentially cause crashes, although further testing is needed, particularly on lower-end PCs. Only then will we be able to offer suggestions for the maps we build.
The most important part of most games is the world in which they take place. The map is where you gather resources, find enemies, and seek out other players. It is also where you build your base and decide what to build next. For some game makers, this means creating a beautiful, detailed map, but for others, it means creating a map that is easily editable and that keeps a track of the player’s movements.. Read more about free territory map maker and let us know what you think.
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