Forts
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1v1 海战(合作)
   
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10 Mar, 2021 @ 2:06am
4 Apr, 2022 @ 3:13am
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1v1 海战(合作)

Description
How to make a warship map
Used for game mechanics issues, making a warship map is very difficult. If you don't have a lot of map making experience, it is recommended not to try.

To make a complete warship map you need to follow the following steps:
Basics
Build the basic elements of your map. If you need to build ships, make sure there aren't any fixed nodes on them.

Sea Level Settings
The default sea level height in OceanForts is 0. If you need to build a ship, make sure it has enough sections exposed above sea level.
Please note: Most weapons cannot be used below sea level. If your map contains weapons, make sure they are in the correct location.

In order to allow bullets to be switched correctly at sea level, OceanForts provides two materials that can only be used in the map editor: Sea Level (Air Layer) and Sea Level (Sea Layer)
As their names say, the former controls bullet switching after exiting the water and the latter controls bullet switching after entering the water. Both materials can be used separately considering the special maps that are made.
If you want to make a classic warship map, build both materials near the sea level. Make sure Sea Level (Air Layer) is above Sea Level (Sea Layer), and that they are horizontal and close to each other (a small grid is enough)
It is recommended to set both ends of the two materials as fixed nodes (you can pre-build blocks and then delete them) and set the team to -2 team (ctrl+3).
If the test works in sandbox mode, it means that the sea level setting is complete.
Note: Nodes must be within visible range of the map, otherwise they may not load.

Make It Float
If you just build a ship, it won't float on its own. You need to make use of one of the devices in the mod - Floatbase.
The placement of the Floatbase is an extremely complicated matter. If you put too little, your ship will sink to the bottom, and if you put too much, it will quickly fly out of the sea shortly after sinking and become difficult to control.
The easiest way is to put the sea level layer full, then test it in sandbox mode (note: do not simulate it under the map editor) and slowly adjust it if the amount is not right.

Lengthy Debugging
This is the most tedious part of the whole map making process. Make sure you have enough time and effort, as it can take hours.
The number of script calls in OceanForts is high, and if simulated directly under the map editor (see settings for key positions), it runs at a very low frame rate and is extremely prone to crashes. The only way to solve this problem is to simulate at low speed.
Press F8 to see the current rate, and press ctrl and + or - of the keypad to adjust it. It is recommended to simulate at 1/4 rate or less.
With a low speed simulation, the simulation may be very different from the one in sandbox mode. If your map runs abnormally at low speed simulation, please do not save map, just exit and modify it again.
Due to the script call, a large number of records will be generated during the simulation. If the number of records is too high, the simulation will also slow down and eventually lead to a crash. It is recommended to backup the original map, and exit and re-enter to delete the records every time they reach 3000 or more.
In the case of low speed simulation, the floating base may have wrong settings causing it to fail to surface. If this happens, you can stop the simulation and manually upgrade it up to the most buoyant level (usually on the far right) and continue the simulation. This process may go on dozens of times.
If your ship is stable in the final simulation and works fine in sandbox mode, this step is complete.

Optimization
As mentioned above, the placement of floating bases is an extremely complex matter. Your map may find that parts of the ship are too buoyant during play, causing it to float easily during navigation. This is when your map needs to be optimized.
If a section is buoyant, try removing part of the Floatbase in sandbox mode. If your ship is still stable, it means that this part needs to be optimized.
Remove these Floatbases in the map editor and run a low speed simulation and debug again. When your ship is stable again, this step is complete.

Some Suggestions
1. If you have two teams in your map that are exactly the same, it is recommended to make one side first and copy it to the other side after everything is done. There may be minor adjustments to the height of the ships during the copying process, which generally won't have a big impact.
2、If you can't make a good enough ship, you can copy ships from this map or other maps used for reference, no need to apply to me.
3、If you have questions or suggestions, you can contact me in the comment section.
8 Comments
K3123214 6 Oct, 2021 @ 11:17am 
xkl:steamthumbsup:
微落 15 Sep, 2021 @ 4:25am 
3k个访问者怎么1w下载量
蓝蓝的梦 28 Aug, 2021 @ 7:59am 
我做了张图,飞行和海战【第一张为废稿】 但总是多人游戏数据不同步而炸房:steamsad::WhiteWolfHappy:
wolf0207 29 Jul, 2021 @ 11:41am 
funny map
Astr0jack 23 Jul, 2021 @ 9:30am 
it would be very cool to see submarine map
Latrei 12 Apr, 2021 @ 3:27am 
Very neat
Aidara 27 Mar, 2021 @ 6:28pm 
只能说很厉害了,到时候试试看
欧玛·基里曼·波 10 Mar, 2021 @ 2:25am 
棒!