montetanks`s maps

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montetank
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Re: montetanks`s maps

Post by montetank » 22 Sep 2014, 18:33

When i try to put my last 8-player map Denveroil into the addon-section i have to read, that the map is rejected: "The map name on addons is not the map name inside the file. The map is called MyOil inside the wz archive." Hääh?? :hmm:
I cant understand this message-i follow as usual every rules. Thats my map and it costs me one day of work. Maybe someone want to explain me, whats going wrong here? My english is not so good-try it with easy words. What should i change?
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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Re: montetanks`s maps

Post by NoQ » 22 Sep 2014, 21:06

Code: Select all

$ unzip ~/Downloads/8c-Denveroil.wz 
Archive:  /home/noq/Downloads/8c-Denveroil.wz
  inflating: 8c-myoil.xplayers.lev   
   creating: multiplay/
   creating: multiplay/maps/
   creating: multiplay/maps/8c-myoil/
  inflating: multiplay/maps/8c-myoil.gam  
  inflating: multiplay/maps/8c-myoil/dinit.bjo  
  inflating: multiplay/maps/8c-myoil/droid.ini  
  inflating: multiplay/maps/8c-myoil/feat.bjo  
  inflating: multiplay/maps/8c-myoil/feature.ini  
  inflating: multiplay/maps/8c-myoil/game.map  
  inflating: multiplay/maps/8c-myoil/struct.bjo  
  inflating: multiplay/maps/8c-myoil/struct.ini  
  inflating: multiplay/maps/8c-myoil/ttypes.ttp
One does not simply rename a map. Compile the map again, with the name you want it to have. As far as i understand, sharing map from host to guests in multiplayer games relies on matching between physfs folder name and real file name.

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montetank
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Re: montetanks`s maps

Post by montetank » 22 Sep 2014, 23:57

I will try it-thanks NoQ
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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Re: montetanks`s maps

Post by montetank » 19 Nov 2014, 23:47

Large (220x220) 8-player map with a big city in a forest in the middle of the map. It is also possible to play 2vs2vs2vs2 or 4vs4. 4 oils and 4 trucks/base. 128 oil at the terrain = 20 oil/player. Advanced bases with light defense structures.
Have fun :)
Attachments
Forescityscreenshot2.png
minmap.PNG
minmap.PNG (268.09 KiB) Viewed 6765 times
8c-Forestcity.wz
(122.47 KiB) Downloaded 231 times
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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Re: montetanks`s maps

Post by NoQ » 20 Nov 2014, 08:46

Which reminds me how badly i want a white/grey themed clean skyscraper set for rockies :hmm:

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Re: montetanks`s maps

Post by Tzeentch » 20 Nov 2014, 11:33

think there's a lack of good quality urban maps,
More or less grey

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montetank
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Re: montetanks`s maps

Post by montetank » 20 Nov 2014, 11:46

NoQ wrote:Which reminds me how badly i want a white/grey themed clean skyscraper set for rockies :hmm:
Of course. It would be nice to have some undamaged buildings. So i often used the buliding nr. 12 or 2. Looks most undamaged.
Tzeentch wrote:think there's a lack of good quality urban maps,
The idea to combine the rockies with urban buildings is an old design-idea. This map has nothing to do with an urban map, except the skyscrapers :)
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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Re: montetanks`s maps

Post by montetank » 28 Dec 2014, 22:24

Hello. My new map is a symmetrical 5-player map in Pentagonstyle. The map is very large (240x240) but the distance between the bases is only 80. 6 oils and 2 trucks/player + 60 oil/terrain + 7 oil/scavs = 19,4 oil/player. No need to panic, everything is okay. The snow is both-terrain AND cliffs. I used a little trick :wink:

Have fun
Attachments
screenshot.png
screenshot.png (450.83 KiB) Viewed 6337 times
minmap.png
minmap.png (152.51 KiB) Viewed 6337 times
5c-Pentagonscavs.wz
(66.6 KiB) Downloaded 211 times
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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9-player map

Post by montetank » 09 Jan 2015, 20:26

Hello WZ-fans,
i have noticed, there is no symmetrical 9-player map in the addons-section. So I create this map with the name Brooksrange (Alaska). The angles between the bases are set correctly. A rotation with the desired angle degree (40) has been performed. It is a very large map. So it is with --4oils and 2trucks/base+72 oil/map+4/scavs = 12,44 oil/player—a lowoil map (IMO). Normal bases. You will see: Once again the scavs will make you nervous :lol2:
Have fun
Attachments
Screenshot.png
Screenshot.png (245.38 KiB) Viewed 6187 times
minmap.PNG
minmap.PNG (210.54 KiB) Viewed 6187 times
9c-BrooksRange.wz
(87.68 KiB) Downloaded 180 times
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NoQ
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Re: montetanks`s maps

Post by NoQ » 10 Jan 2015, 14:26

wz2100-20150110_105250-BrooksRange-T1.jpg
wz2100-20150110_105250-BrooksRange-T1.jpg (113.42 KiB) Viewed 6151 times
^ I like the way these mountains are painted. Also, good job with water-through-snow, a nice effect that's widely under-used.
a lowoil map (IMO)
Well, we do have a well-defined standard definition for that. For example, 4c-Valley is a really under-oiled, and we call it 'low', while by 'medium' we mean something around playable, say 2c-Startup, and by 'high' we mean a game in which you're more bothered by structure limits than by energy amounts. That's often not what is meant by low-oil or high-oil in forum discussions, but it's a quite sensible single standard which makes searching through the addons database easier.

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Re: montetanks`s maps

Post by Jorzi » 10 Jan 2015, 20:20

Nice maps :)

I noticed you are using Art Revolution graphics but shaders are off. Is it due to an old graphics card or are they simply off by default? I ask because I want people to get the genuine Art Revolution Experience™.
ImageImage
-insert deep philosophical statement here-

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montetank
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Re: montetanks`s maps

Post by montetank » 10 Jan 2015, 20:46

Jorzi wrote:Nice maps :)

I noticed you are using Art Revolution graphics but shaders are off. Is it due to an old graphics card or are they simply off by default? I ask because I want people to get the genuine Art Revolution Experience™.
:augh: I forgot it. My default. I said to myself the whole time "Don`t forget the shaders for the screenshot". It`s very annoying.
Next map (tonight). I promise you.
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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Re: montetanks`s maps

Post by montetank » 10 Jan 2015, 21:03

NoQ wrote:
wz2100-20150110_105250-BrooksRange-T1.jpg
^ I like the way these mountains are painted. Also, good job with water-through-snow, a nice effect that's widely under-used.
a lowoil map (IMO)
Well, we do have a well-defined standard definition for that. For example, 4c-Valley is a really under-oiled, and we call it 'low', while by 'medium' we mean something around playable, say 2c-Startup, and by 'high' we mean a game in which you're more bothered by structure limits than by energy amounts. That's often not what is meant by low-oil or high-oil in forum discussions, but it's a quite sensible single standard which makes searching through the addons database easier.
At first: Thanks for the compliments, NoQ. It Means a lot to me.

Ok-i understand. We need a standard in the addons section. I don`t want to start an unnecessary discussion about this illogical rules, because it is not so important.

Regards
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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Re: montetanks`s maps

Post by montetank » 19 Jan 2015, 20:51

Hello WZ-Fans,
since i finished my career as a professional chessplayer, i have too much time to create more maps :D
Today: Ratisland (Alaska). A symmetric 3-player map, rotated in correct 120 angular degrees. With scavs and normal bases. And many features.
2 trucks and 4 oil/base + 13+3(scavs)/terrain= 9,33 oil/player
There is a lack of symmetric 3-player maps in the addonssection (3-4). So my next 2 maps will be 3-player maps.
Have fun

Regards
Attachments
Ratislandminmap.png
Ratislandminmap.png (314.15 KiB) Viewed 5956 times
minmap.PNG
minmap.PNG (69.37 KiB) Viewed 5956 times
3c-RatIsland.wz
(31.59 KiB) Downloaded 149 times
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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Re: montetanks`s maps

Post by montetank » 24 Jan 2015, 02:30

Hello again,
Snow in Arizona? Yes-it is possible. For example in Flagstaff (Elevation 2100 m. And don`t forget the Lowell Observatory and the Naval Observatory-)
Thanks to NoQ, who gives me the idea, to change something with the tileset :)
So you will see in this Arizonamap not only snow, but also reflections and shadows from the mountains on the water, landslides … I had to place over 6000 tiles manually. Thanks again, NoQ :lol2:
It’s a 4-player map:
2 trucks and 4 oils in normal bases + 50oil/terrain = 16,5 oil/player. It is not to much oil, because the map is large (160x160).Try to play play against hard hover Nullbots. Next time i will create a nonsymmetric map. I`m sure it looks better with this ideas. Don`t forget to download the fantastic AR-mod viewtopic.php?f=49&t=9921 and download the map 4c-Fantastic" from NoQ. You can find the map in the addons section.
Have fun

Regards
Attachments
minmap.PNG
minmap.PNG (116.31 KiB) Viewed 5846 times
wz2100-20150124_004320-Flagstaff-T1.png
watch at the reflections on the water...
wz2100-20150124_004320-Flagstaff-T1.png (475.94 KiB) Viewed 5846 times
4c-Flagstaff.wz
(39.2 KiB) Downloaded 193 times
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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