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Rowy Maps fields legend
This page is a documentation for all the fields in the BAR Maps Rowy table at https://rowy.beyondallreason.dev/.
The static unique reference for the map, usually created by {name} {version}
. This field must be set. This field also needs to be unique on the list.
Pretty name for the map to show e.g. on the website. It's automatically derieved from Spring Name on first entry, but it can be edited to whatever other value later.
Automatically generated field idicating whatever the map parsed succesfully or not. This field is live interactively updates after you modify the "Spring Name" field
Automatically generated thumbnail of the map from the map texture.
Automatically extracted map dimensions.
Automatically generated download link to the map file in CDN.
A tag describing the properties of the map. Check how it's used on the website: https://www.beyondallreason.info/maps
This is a separate Title / Tagline for the map. For example use "Fight among the big Fjords" or "Heated skirmishes in the red sand". Something short and catchy. See it's usage e.g. on https://www.beyondallreason.info/map/all-that-glitters
Give the map a short paragraph or two of description. Something about the unique bits/mechanics, or general favoured playstyle. Maybe an additional tip/hint.
Name of the author of the map.
What are the supported game types for the map: 1v1, ffa, team, or pve.
What is the optimal team count for the map.
What is the maximum number of players that can comfortably fit in the map. In almost all except FFA cases it's related to the team count.
Subtable with configuration of the startboxes for the map. There can't be more then one configuration for the given team count.
Automaticaly filled in column based on number of configured startboxes.
Graphical editor for the given startbox configuration. Remember to click save button when leaving the editor to save changes so they are not discarded.
How many player fit in every individual startbox. This value times number of startboxes is then compared to the top "Player Count" to verify that fields are set correctly.
Whatever the map is BAR certified, or should show up as classic. All new maps should be marked as certified.
Some special property of the map. Not sure (?) if it has any semantic meaning at the moment, it was defined in Chobby.
Top down shot of the map in-game and as flat as possible / use as low as FOV as possible. A good way to do this is to use the (TAB on default-keys / CTRL-T on grid-keys) + Make sure to try and align your image as close as possible to your minimap/texture - so the metal spots line-up.
Important details:
- Always use Hide UI for all shots (F5 on default-keys / CTRL-F7 on grid-keys)
- If needed, tweak fog settings in settings "Dev" Tab - if zoomed out shot is too foggy.
-
Increase feature draw distances to as high as possible (can be done with
/featuredrawdistance 300000
and/featurefadedistance 300000
) - you can change the maxheight of the camera with
/OverheadMaxHeightFactor 3
(3x more range)
One way to actually get the shot:
- Open map in skirmish, remove all AIs and move yourself to the spectator
- Remove all startboxes
- Start the game
- Adjust the view and tweak it according to the points above
- Make screenshot with F12
Min width/height: 1024px.
You can upload your World Machine TMD file there instead of including it into the map file to reduce map file size.
Button to click to create a PR in this maps-metadata repo with changes for this single map.
Should be a nice overall view of the map - preferably with DOF widget enabled, so it works well as an background image Min width 1920px
Shot with normal FOV (30-40). It should be a transparent PNG - Use a tool like Photoshop, or Remove.bg (turn of map edge extension for best results). Not a too low angle, you should get a nice overview of the map.
Min width: 1440px.
Should be cool/interesting/unique details of the map. Don't overload it with too many similar shots. Some units in shots are okay, as this can help convey scale.
Min width: 1920px.
A multi selection to pick to what map lists the map will belong to. The map lists are used e.g. as selection for rotation lobbies via e.g !rotationtype map;popular16p
.
Configuration for start positions, at the moment used exclusively for the start positions suggestions widget (ffa startpos e.g. are still in game repo). The entry into this field is in JSON format, it doesn't have in-Rowy build UI like startboxes do.
Example configuration looks like:
{
"positions": {
"A": { "x": 100, "y": 100 },
"B": { "x": 200, "y": 441 },
"C": { "x": 234, "y": 923 },
"D": { "x": 853, "y": 748 },
"E": { "x": 843, "y": 757 }
},
"team": [
{
"playersPerTeam": 2,
"teamCount": 2,
"sides": [
{
"starts": [
{ "spawnPoint": "A", "role": "air" },
{ "spawnPoint": "B", "role": "front", "baseCenter": "E" }
]
},
{
"starts": [
{ "spawnPoint": "C", "role": "air/front" },
{ "spawnPoint": "D", "role": "front" }
]
}
]
}
]
}
-
positions
is mapping from positions names to their locations on the map (the name can contain digits, letters, space, or one of_.-
)To help fill this in, there is a small helper tool: https://files.p2004a.com/startpos-editor/. It allows to graphically place points on the map texture and export JSON. It can also import JSON so can be used for modifications.
-
team
is a list of configurations, each configuration is for some number of teams and players.- There must be
teamCount
enries insides
array, each withplayersPerTeam
places. - Each point references the position from the
positions
mapping, can have optionalbaseCenter
to which the arrow is drawn to indicate that player should actually build base there. - Each point can have also role defined, you can find the current valid list of roles defined in https://github.com/beyond-all-reason/maps-metadata/blob/main/map_list.schema.yaml (e.g. search for
air/front
)
- There must be
Once everything is filled in, and you clicked "Sync To Repo" (see above), make sure that the tests on the open pull requests are passing as there is additional validation of configuration.
Once you have the JSON config, you can test it inside the game, in skirmish:
- Use https://files.p2004a.com/encode_startpos.html to encode it into modoption value
- Make sure that Settings->Developer->Show Hidden Modoptions is checked
- Open skirmish, select map
- Set modoption value in Adv Options->MapMetadata->Map Metadata startpos
- Fill in the game with bots until you have the configuration you want to test
Feature design, Discord thread
Whatever the start positions configuration from previous step is actually active, allows to quickly disable broken configs without completely removing data.