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A sampling of game maps generated with UltraMap

58529_8.gif
Kira's Ring Game 58529 - Turn 8

The above is a snap-shot of Kira's Ring Game (#58529) on turn 8.  This snapshot required five different views of the game (taken at scale 5 with views centered on Beid, Candra, Ferrington, Lufilis, Macesti).  The HTML was then copied for each view and joined into a single text file.  This text file was then fed to UltraMap Rev 0.4.

58529_Final120.gif
Kira's Ring Game 58529 Final

The above is a link to the final result of Kira's Ring Game to test the amped-up Cosmic Needle Men.  Included is a mesh of links between stars that are 120 or closer together.  Notice how empires naturally respect the "terrain" of space, rarely crossing large gaps.

Below are the four corners of the map for Ynsanity.  Unfortunately, my IP doesn't allow large images to be uploaded, so I have chopped the image into quarters.  I will be building a new website soon, where I will be able to post pictures of unreasonable size (note that the full Ynsanity map is 4649x4277 pixels.

Ynsanity in 4 pictures
Ynsanity_0_UL.gif

Ynsanity - Upper Right
Ynsanity_0_UR.gif

Ynsanity_0_BL.gif

Ynsanity_0_BR.gif

Click on the map thumbnail images to see them full-sized.

58005_1.gif
Training Game 5 - Turn 1

  • Notice that empty space is allocated to nearby planets.  The "reach" of a planet is based on its firepower; as units are built, moved about, and battles occur, the "influence" of planets with change and claimed space will adjust.
  • Here a lavendar line shows the closest colonized planet for each of the Nobody planets.  This option might be used when talking with a neighbor and negotiating initial planet claims.

58005_2.gif
Training Game 5 - Turn 2

  • Notice that no border is shown between planets owned by the same player, yet each Nobody planet is distinct from other Nobody planets.  Player empires are "continuous" and owned by a single player.  Nobody worlds are all mutually independent.

58005_3.gif
Training Game 5 - Turn 3

  • As of Rev. 0.4, UltraMap doesn't do much with planet information.  The size of the planet indicates its relative combined EI and RER; so planets that will produce a lot of population and ultranium are larger.
  • Eventually, planets will be colored to indicate the relationship of EI to RER, so browner planets produce a greater ratio of Ult and greener planets produce a greater ration of Pop.

58005_4.gif
Training Game 5 - Turn 4

  • In time, planets will need to reflect their current total population, ultranium, and fire power.  I am toying with symbols that will be placed to one side of the planet.
  • The Pop symbol will probably be round and indicate if the planet has enough Pop to produce various units.
  • The Ult symbol will probably be square and indicate which size units there is enough Ult to produce.
  • The FP symbol will probably be triangular and indicate the relative amount of FP (compared to the rest of the visible planets).

58005_5.gif
Training Game 5 - Turn 5

  • Another feature is to show how the planets are connected in a closest neighbor mesh (an undirected graph where arcs are not allowed to cross).
  • This is mainly useful for estimating distances between planets.
  • As of Rev 0.4, the values shown have not yet been validated against those used by UltraCorps -- obviously something that will need to be done before release.

58005_6.gif
Training Game 5 - Turn 6

  • As of Rev 0.4, the maps are generated at a scale of 1 pixel equals one unit of distance.  Eventually this will be controllable by the person that generates the map.
  • Were a recent Mega rendered at this scale the image would be roughly 5000x5000 pixels, which may be a bit large to be useful.

58005_7.gif
Training Game 5 - Turn 7

  • The list of players to the left of the map will eventually include their total Pop, Ult, EI, RER, and visible FP.
  • An option will also eventually exist to put player names on the map in some way.  This will probably be done by finding the median planet of the empire and putting the owners name at that planet.

 

  • As of Rev 0.4, UltraMap extracts its information from the HTML that accompanies the movement map at scales of 5 or less.
  • This information does not indicate which planet is a player's homeworld, nor does it indicate what units make up a given planet's FP.
  • At some point, SJGames may produce a CSV of planet information, and UltraMap will need to be modified to accomodate the new format.

Hat Check Turn 7
61709_7.gif

Hat Check Turn 8
61709_8.gif

  • Rev 0.5 is finally coming to life.  The step from 0.4 to 0.5 involved a major amount of rewrite, and not all functionality survived.
  • The major changes involved how the bitmap is generated, so it is now more efficient in it's use of colors.
  • Rev 0.5 can also produce scaled down maps, which saves a lot of disk space, and makes them usable on my Verizon pages.
  • Still needed to implement:  Planet coloring.  Planet sizing.  Claimed space scaled to importance of a planet.  Planet network of distances.  Coloring by Race.  Various text overlay options.  Other little bits.

  • Planet size now scaled on visible FP -- big dots mean lots of FP.
  • Planet color derived from EI and RER -- more Pop growth means greener worlds, more Ult growth means redder (homeworlds are excluded from the calculations because they skey the color chart too much).
  • Claim areas are now scaled according to combined EI and RER -- productive planets now dominate the space around them.

Hat Check Turn 9
61709_9.gif

  • Experimenting with colors here -- each player has a main color chosen according to their race.  Texture is then added on top of the main color.  The main color accounts for about 2/3 of the pattern.
  • This means that players of the same race have similar color coding, and will be harder to tell apart.
  • This also results in some savings of space (there being fewer colors to deal with in the compression table).

 

   
   

UltraMap is being developed for the UltraCoprs community by Thrognor.  When it reaches Rev 1.0 status, it will probably be made available for download to the community (subject to approval by SJGames).  For now, have a look at the generated images and let me know what you think.