First map - prototype islands

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Serman
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First map - prototype islands

Post by Serman » 27 Jul 2007, 23:43

Hey everyone. With help from lav_coyote, and other forum members, I have now created my first ever custom map!  ;)

I named it Prototype Islands. I don't recommend playing with AI, because there's no land access. Basically, it's a hovercraft/VTOL only map. I need testers. tell me what you think about it. Thanks, and enjoy!  ;D


-Fix: Applied Gateways, so the game doesn't crash anymore.
-Fix: Smoothed out edges, so units can climb them.
-Fix: Applied Gateways to each island, now you can build on it.

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sicanjal
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Re: First map - prototype islands

Post by sicanjal » 30 Jul 2007, 13:08

That's a very nice looking map! Looks quite natural in comparison to other maps but some of the player positions seem to have more land to utilise than others; the top-left most player may be crying out for land once they reach VTOLs.

Try popping in more small outcrops of land (such as those on the left-most isles) as well to give the map more landmarks and make it look even better. Make sure though that players can't build on them.

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Re: First map - prototype islands

Post by Chojun » 30 Jul 2007, 14:56

That is a pretty nice map.

It seems that Warzone is lacking in its provisions for different map styles.  You're right, this map would be unplayable for AI because the AI can't detect that they need to build Hovercraft and VTOLs only.  A simple fix in the pathfinding algorithms would fix this.
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Re: First map - prototype islands

Post by Serman » 30 Jul 2007, 20:36

True, the left islands have a terrain disadvantage.

In the real world, not all sides are equally matched.  ;)

I believe it's a better challenge if the player with the disadvantage should try to take over the center island first, as it has alot of oil resource.  ::)

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Re: First map - prototype islands

Post by Serman » 02 Aug 2007, 19:34

Come on people, I need more feedback, testing, and constructive critisism.

Tell me what I can do to improve this map.

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Re: First map - prototype islands

Post by Ziasod » 05 Aug 2007, 14:00

it looks pretty  ;D
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Re: First map - prototype islands

Post by basher5_2 » 23 Aug 2007, 05:27

serman i would like to test it but i would need to have my game fixed first

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Re: First map - prototype islands

Post by Watermelon » 23 Aug 2007, 13:12

hmmm would be cool if we have sea oil platform and naval forces...
tasks postponed until the trunk is relatively stable again.

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Re: First map - prototype islands

Post by Giel » 23 Aug 2007, 22:28

Watermelon wrote: hmmm would be cool if we have sea oil platform and naval forces...
Spoke the person who claimed to be working on exactly that.... wink, wink ;)
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Re: First map - prototype islands

Post by Watermelon » 27 Aug 2007, 12:58

Giel wrote: Spoke the person who claimed to be working on exactly that.... wink, wink ;)
I have stalled all features patches because noone cares about them,I propose the plan of how to implement them and possibly the patch to do it and nobody wants them to be integrated,then it's not my fault.Like everyone complained about double barrels weapons should shoot 2 projectiles,then I made a patch to implement,but noone cares about it anymore.
tasks postponed until the trunk is relatively stable again.

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Re: First map - prototype islands

Post by Kayiaxo » 27 Aug 2007, 13:57

Watermelon wrote: Like everyone complained about double barrels weapons should shoot 2 projectiles,then I made a patch to implement,but noone cares about it anymore.
Sorry to go off topic but that actually sounds interesting and it's also the way the weapons should act.
Do you still have the patch you made ?

As to go on topic:
I can't really help on this map since I haven't mastered T2 and T3 really yet and Vtols aren't my things.
However I find it a good idea to make a Vtol map only since it changes from the usual stuff.

Like someone mentionned it would be nice to have more isles on the map for decoration, maybe make an abandonned scavenger base or something.
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Credits to Kacen for making the image.

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Re: First map - prototype islands

Post by Serman » 27 Aug 2007, 18:06

Kayiaxo wrote: Sorry to go off topic but that actually sounds interesting and it's also the way the weapons should act.
Do you still have the patch you made ?
It's probably for the SVN version.
As to go on topic:
I can't really help on this map since I haven't mastered T2 and T3 really yet and Vtols aren't my things.
However I find it a good idea to make a Vtol map only since it changes from the usual stuff.

Like someone mentionned it would be nice to have more isles on the map for decoration, maybe make an abandonned scavenger base or something.
I'm working on it.  ;)

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Re: First map - prototype islands

Post by Rman Virgil » 27 Aug 2007, 20:23

Chojun wrote: That is a pretty nice map.

It seems that Warzone is lacking in its provisions for different map styles.  You're right, this map would be unplayable for AI because the AI can't detect that they need to build Hovercraft and VTOLs only.  A simple fix in the pathfinding algorithms would fix this.
* This was addressed many years ago by Prometheus and his "H2O" A.I. which worked beautifully on these type maps and was tough as nails too.

* Unfortunately it has not been made compliant with the GPL WZ.

* If "H2O" A.I. were made compliant with the GPL and updated to use Unit Transports - well then you'd have an AI that would be able to handle ANY map type concievable, methinks.

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