Maps needed for inclusion into 3.1+

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Re: Maps needed for inclusion into 3.1

Postby JDW » 30 Jun 2012, 01:04

EDIT: Nevermind :wink:
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Re: Maps needed for inclusion into 3.1

Postby aubergine » 25 Oct 2012, 05:04

I'd like to propose 4-player AuberForest map by felipe for inclusion at some point. I know there are already loads of 4c maps, but this one is worth a look IMHO.

Image

The map will likely need some adjustments to meet the requirements for bundling with the game (felipe seems very open to improvement suggestions), but overall I think it's a really nice map particularly for SP skirmishes. As a self-confessed turtler, this map makes me not want to turtle, and for that reason I think it would encourage more people to get in to MP in the long run.
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Re: Maps needed for inclusion into 3.1

Postby Merowingg » 25 Oct 2012, 07:20

What is so different about the map Sir?
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Re: Maps needed for inclusion into 3.1

Postby aubergine » 25 Oct 2012, 12:32

Only one way to find out... ;)
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Re: Maps needed for inclusion into 3.1

Postby NoQ » 28 Oct 2012, 17:49

AuberForest
But it's a map-mod. It's impossible to include a map-mod currently: map-mods only work when packed into separate .wz files.
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Re: Maps needed for inclusion into 3.1

Postby aubergine » 28 Oct 2012, 22:58

ah, ok. even if it could be bundled it would need some fine tuning (eg. correct placement of tree heights, etc)
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Re: Maps needed for inclusion into 3.1

Postby NoQ » 29 Oct 2012, 05:06

correct placement of tree heights
I think it's an old bug on the game side (trees hanging above the ground not only sometimes happens, but is also anisotropic: on a symmetric map, symmetric trees may have different heights).
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Re: Maps needed for inclusion into 3.1

Postby Originway » 28 Feb 2013, 20:11

I think someone forgot to close this thread since 3.1 is already out :lol2:
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Re: Maps needed for inclusion into 3.1+

Postby Shadow Wolf TJC » 02 Mar 2013, 10:10

Or we could just rename it, as it seems to already be the case.
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Re: Maps needed for inclusion into 3.1+

Postby Nameless » 09 Mar 2013, 07:56

Even better we could start contributing to this thread; http://forums.wz2100.net/viewtopic.php?f=43&t=10739.

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Re: Maps needed for inclusion into 3.1+

Postby RBMW-Collector » 07 Nov 2013, 08:48

HI guys! All maps that you offer is good, BUT.... But i already tired to search my favorite maps in huge map list. It just awful. And You offer to expend that list?? Please dont do that! I suggest to increase amount of standart maps instead.
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Re: Maps needed for inclusion into 3.1+

Postby MIH-XTC » 16 Jan 2016, 20:55

I have 7 maps I would like to submit for consideration to be released/bundled with 3.1.3 but 6 of them use non-standard tile sets. NoQ mentioned above map mods won't work with stock maps? Do you think it is frowned upon to have stock maps that deviate from the original wz? Where should I upload them for review? I'm only allowed to attach 3 files per post. Also, how do I upload addons to the addon section?
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Re: Maps needed for inclusion into 3.1+

Postby vexed » 17 Jan 2016, 04:51

MIH-XTC wrote:I have 7 maps I would like to submit for consideration to be released/bundled with 3.1.3 but 6 of them use non-standard tile sets. NoQ mentioned above map mods won't work with stock maps? Do you think it is frowned upon to have stock maps that deviate from the original wz? Where should I upload them for review? I'm only allowed to attach 3 files per post. Also, how do I upload addons to the addon section?


The best way to do this is have a map thread, with your maps.
Then, each post would have the map in question, and the license, and screen pics of said map.

Once that is done, hopefully the community would give feedback.
After that, you can register for an account on addons.wz2100.net, and upload them there, with links back to your map's thread.

Easy. :)

Oh, it is way too late to get anything into 3.1.3, we usually wait months, if not longer to get good, solid feedback before they are added.
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Re: Maps needed for inclusion into 3.1+

Postby NoQ » 17 Jan 2016, 14:39

Inclusion of map-mods into base game has technical problems; nobody minds, just impossible. A mod is something that modifies the stats. A map-mod is a map that modifies the stats while loaded. However, a built-in map is always loaded as part of mp.wz. It means that a mod inside a built-in map would affect all other maps. It becomes very clear to you if you understand how physfs work: just unpack your map on top of base.wz and mp.wz and see what happens. A regular map would only add files, a map-mod would overwrite files.

This problem would be eliminated by the new map format, at least for the tilesets, other stuff still cannot be modded in a stock map. If we are to include a map with a custom tileset now, we need to carefully merge the custom textures and decals into one of the existing three tilesets and re-make the map to use the new merged tileset, and it is no longer a map-mod after this is done.

Another approach is to create a special map folder for default maps inside the game installation and store default maps as .wz files in this folder.
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Re: Maps needed for inclusion into 3.1+

Postby MIH-XTC » 18 Jan 2016, 00:00

vexed wrote:The best way to do this is have a map thread, with your maps.
Then, each post would have the map in question, and the license, and screen pics of said map.

Once that is done, hopefully the community would give feedback.
After that, you can register for an account on addons.wz2100.net, and upload them there, with links back to your map's thread.

Easy. :)

Oh, it is way too late to get anything into 3.1.3, we usually wait months, if not longer to get good, solid feedback before they are added.


Thanks for the reply, I'll post the maps in my map thread for review. They're improved versions of the maps already in the thread. I know what you mean about waiting for quality assurance testing, I've revised these maps so many times but I think they're finally close to being ready now.

NoQ wrote:Inclusion of map-mods into base game has technical problems; nobody minds, just impossible. A mod is something that modifies the stats. A map-mod is a map that modifies the stats while loaded. However, a built-in map is always loaded as part of mp.wz. It means that a mod inside a built-in map would affect all other maps. It becomes very clear to you if you understand how physfs work: just unpack your map on top of base.wz and mp.wz and see what happens. A regular map would only add files, a map-mod would overwrite files.

This problem would be eliminated by the new map format, at least for the tilesets, other stuff still cannot be modded in a stock map. If we are to include a map with a custom tileset now, we need to carefully merge the custom textures and decals into one of the existing three tilesets and re-make the map to use the new merged tileset, and it is no longer a map-mod after this is done.

Another approach is to create a special map folder for default maps inside the game installation and store default maps as .wz files in this folder.


Gotcha, I see what you mean about the difference in how stock maps are loaded. I never noticed stock maps are located under mp.wz and their root directory is /multiplay/maps . You're right, there's basically 2 options, integrate the tile sets with the original 3 or load stock maps as .wz files. The 2nd option seems more robust for future expansion but requires recoding. Thanks for explaining this, I know which direction to go in now.
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