8c-MountainLake
8c-MountainLake
That's my new big (192x192) 8-player map avaliable both as low-power (50 oils total) and high-power (almost 5x oil) version (8c-MountainLake2 is high-power). I still think it needs some polishing aka eyecandy, but i'm out of ideas now, so just feel free to comment what we have
You have to both repel your two neighbors and use hovers to fight for the central island. Controlling the center does not only give you extra oil, but also allows you to get to these highgrounds near the enemy bases (and harass their oil derricks that are pretty close to it). That is, this map is somehow designed for no-VTOL games.
upd: now with gateways!
You have to both repel your two neighbors and use hovers to fight for the central island. Controlling the center does not only give you extra oil, but also allows you to get to these highgrounds near the enemy bases (and harass their oil derricks that are pretty close to it). That is, this map is somehow designed for no-VTOL games.
upd: now with gateways!
Last edited by NoQ on 26 Oct 2010, 09:11, edited 7 times in total.
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Re: 8c-MountainLake
It's a very interesting map. Very interesting! Thanks
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- Boris
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Re: 8c-MountainLake
not bad.. But This map a not for ai players.
Re: 8c-MountainLake
Skirmish AI is working fine, are you talking about MP AI?Boris wrote:not bad.. But This map a not for ai players.
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Re: 8c-MountainLake
Just uploaded a high-power version. It has 20 oils in base, so you'd still want to fight for some more in the beginning.
Thanks for your replies!
I agree: The AI has enough space to build up his base, but that's pretty much the best thing i can say about him. After all, this map is "inspired by Squared"
Thanks for your replies!
I agree: The AI has enough space to build up his base, but that's pretty much the best thing i can say about him. After all, this map is "inspired by Squared"
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Re: 8c-MountainLake
This looks like an improved take on the TokenRing map. I invite you to submit it to Addons.
- Rman Virgil
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Re: 8c-MountainLake
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hao, just a quick suggestion.
If you want the A.I. players to build defenses in particular spots you need to lay Gateways in those areas. Right now you have not placed any. Placing GWs cannily will make the A.I. Players more challenging for the human players to fight against.
Your map crafting is well done and it clearly shows your care and attention to details. I prefer to play 2 and 4 player maps but I can still appreciate a good 8 player map.
- Regards, RV
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hao, just a quick suggestion.
If you want the A.I. players to build defenses in particular spots you need to lay Gateways in those areas. Right now you have not placed any. Placing GWs cannily will make the A.I. Players more challenging for the human players to fight against.
Your map crafting is well done and it clearly shows your care and attention to details. I prefer to play 2 and 4 player maps but I can still appreciate a good 8 player map.
- Regards, RV
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MountainLake Map :)
The map has very interesting shape
I like the base locations and general look
Details are visible which is important too
Good job man
Go on creating
I like the base locations and general look
Details are visible which is important too
Good job man
Go on creating
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Regards - Mero
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Re: 8c-MountainLake
Yeah, i've read your comment and decided to make a new one (: But this one has more complicated topology already.This looks like an improved take on the TokenRing map. I invite you to submit it to Addons.
Hmm, ok, i've updated the 8c-MountainLake2.wz, and now it has some gateways. Is there any easy way of copying the gateways to the other map? (grepping/sedding/awking through the files in the .wz archive is an easy way; repainting them by hand is not).If you want the A.I. players to build defenses in particular spots you need to lay Gateways in those areas.
Thanks Mero Yeah, i also hate these invisible detailsDetails are visible which is important too
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- Rman Virgil
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Re: 8c-MountainLake
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- RV
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Rman Virgil wrote:If you want the A.I. players to build defenses in particular spots you need to lay Gateways in those areas.
No. There is no copy-pasta function for GWs. I've looked at your map closely & 16 GWs is all you need place. 10 minutes work, tops.hao wrote:Hmm, ok, i've updated the 8c-MountainLake2.wz, and now it has some gateways. Is there any easy way of copying the gateways to the other map? (grepping/sedding/awking through the files in the .wz archive is an easy way; repainting them by hand is not).
- RV
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Re: 8c-MountainLake
It is a nice map to play on. Gateways for the AIs would make it even nicer
Re: 8c-MountainLake
All right, we have lots of gateways now, and i've fixed one broken tile. But i still see some strange problems here. First of all, why don't some of the bots take the oils? I'm not talking about the ones on the islands, but they don't even take the oils between the bases I also wonder if there's any guide on effective gateway placing, since the original AI doesn't seem to use all of them.
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Re: 8c-MountainLake
I had a quick look, and in trunk, all the AI go for the oil right away. It looks like you are not using gateways correctly, though. The point is to stretch them all the way across bottlenecks on the map - the AI will make openings in the gateways for droids to pass through on its own. You do not need to leave such openings; in fact, this will confuse the AI and make it build rather weird looking defenses.
Re: 8c-MountainLake
All right, i've finally fixed the gateways (only on the low-power version), and i think it's time to put it into addons. But the derrick problem still exists (i didn't check out the trunk on it yet).
P.S. a technical question: was it worth waking up the topic after two weeks to say just this much?
P.S. a technical question: was it worth waking up the topic after two weeks to say just this much?
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Re: 8c-MountainLake
Yeah, that's fine.hao wrote:P.S. a technical question: was it worth waking up the topic after two weeks to say just this much?