4c-Garond Valley

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Total votes: 12

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Olrox
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4c-Garond Valley

Post by Olrox » 15 Feb 2010, 11:53

Why sleep at night when you can make a map?
I wanted to practice so that I gain experience to make The Lost River better, and decided to make this map I thought about in the past. The main idea was originally called "The River", but I thought that it was too generic and uninteresting.

And then, I present you...

~Garond Valley~
(oooohhh :suprised: )

Image

That's it, occasional ladies and usual gentleman. I highly recommend seeing it with you own eyes! This one is ready to go: (Please vote on the poll! Even your indirect opinion can help the map to improve :D )


Have a good war!

~Olrox

P.S.: Comments and improvement suggestions are welcome as always! :D
Last edited by Olrox on 26 Apr 2013, 05:30, edited 2 times in total.

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Flail13
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Re: 4c-Garond Valley

Post by Flail13 » 15 Feb 2010, 12:11

deja vu...
viewtopic.php?f=10&t=4781
but i had a look at the map in the editor and i think yours looks better. ;)
the scavenger soldiers look like they think they're in c&c.

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Olrox
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Re: 4c-Garond Valley

Post by Olrox » 15 Feb 2010, 12:25

Flail13 wrote:deja vu...
viewtopic.php?f=10&t=4781
but i had a look at the map in the editor and i think yours looks better. ;)
the scavenger soldiers look like they think they're in c&c.
Yeah, I didn't see that KukY posted it here - he posted it on his forum, also. I've played his version for a few minutes but couldn't like it - as the whole map was still fresh in my mind, I've started by fixing the heightmap, making some adjustments... Practically from scratch, only not due to the height map I've had already made. I've found myself through the night making it, and now is practically 8:30 AM already :P

I'll get some sleep.

Hmm, what's that needed fix anyway? O_o
There should be a way to have the user post something while submitting their votes. Some people seem to treat their ideas in a selfish way :evil:
hahahahaha, I need to sleep before I start saying too much crap xD
About the scav soldiers, I've arranged them in that way so I can count easier (5 by 5) - but definetely, c&c came into my mind (max infantry per tile=5, always arranged like that) :P After the game starts the scavs are all piled up in the center of their groups' tile, they look like they're only one per tile... but when you come closer they multiply by 5!!! xD

KukY
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Re: 4c-Garond Valley

Post by KukY » 15 Feb 2010, 12:46

I like it, but you have way too much trees and it was better with Arizona tileset.

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Olrox
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Re: 4c-Garond Valley

Post by Olrox » 15 Feb 2010, 13:04

KukY wrote:I like it, but you have way too much trees and it was better with Arizona tileset.
Well, I've watched 3 AI games and the longest delay a unit could get (from what I could see) from stopping int the trees was under 5 seconds - they were shooting them everytime. Anyway, I've removed most of them from the most usual paths. They're useful for farming kills, in addition to the nice graphical effect you can't get without features ;)

Arizone tileset has only 2 different cliff tiles (in addition to the half-cliff or cliff junction ones), neither function as texture transition. If you mean you prefer The River, that doesn't have any terrain transition, it's fine by me - but I hate maps that aren't made carefully and don't have smooth texture transitions. My preferred tileset is, without any doubts, the mountains, because there are many more possible combinations of ground textures than arizona or even urban.

Also, please note that I came up with the idea thinking about a river running down from the mountains - rocky terrains favour those big "S" kind of curves in rivers.

It is a different map right now. If I wanted to compare both, I'd place a more specific poll, like "which map do you prefer", but that isn't the case. I've spent the whole night making this, and I really think that it is much more carefully done, as well as balanced a good step further than The River.

Did you actually have problems with the trees, anyway? What do you think about the oil ammount?

KukY
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Re: 4c-Garond Valley

Post by KukY » 15 Feb 2010, 13:21

About oil, it is good enough.
But you should make another version for oil freaks. On it, replace oil outside of base with Scavs.

I just don't have time for nice texture transitions...
And auto-texturing tool isn't precise enough for me.
I also like Rockies the most, but on some maps you have to use others.
Rockies look very bad with rivers while Arizona is the best for rivers.
Urban looks good on geometric maps...

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Saberuneko
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Re: 4c-Garond Valley

Post by Saberuneko » 15 Feb 2010, 13:44

Looks good, but well... it's too easy to supose where are resources located on this map.

KukY
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Re: 4c-Garond Valley

Post by KukY » 15 Feb 2010, 21:50

Saberuneko wrote:Looks good, but well... it's too easy to supose where are resources located on this map.
So what?

I just got an idea.
Place some oil on bridges.

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Olrox
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Re: 4c-Garond Valley

Post by Olrox » 16 Feb 2010, 07:59

KukY wrote: I just got an idea.
Place some oil on bridges.
Why? That would reduce passable tiles.
If somebody else agrees that this is a good idea, I'll make it - otherwise, I'll keep it as it is: Played 4 games on it already and it is very good as it is, IMO.

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Saberuneko
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Re: 4c-Garond Valley

Post by Saberuneko » 16 Feb 2010, 09:33

Resources on bridges would just make them crowded... I don't like the idea.

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Olrox
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Re: 4c-Garond Valley

Post by Olrox » 18 Feb 2010, 08:38

Oh, I forgot to mention:
There are screenshots on the Add-ons page!
This way you can take a look at the map before playing on it :rolleyes:

~Olrox

Per
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Re: 4c-Garond Valley

Post by Per » 18 Feb 2010, 17:10

I tried to load the map in trunk version, and I got these errors:

Code: Select all

error   |04:07:12: [buildFeature] *Tree2*(105) already placed at (26+2, 54+2) when trying to place *Tree3*(161184) at (26+1, 54+1) - removing it
error   |04:07:12: [buildFeature] *Tree2*(104) already placed at (27+2, 49+2) when trying to place *Tree3*(161224) at (27+1, 49+1) - removing it
error   |04:07:12: [buildFeature] *Tree3*(587) already placed at (24+1, 59+1) when trying to place *Tree2*(161280) at (23+2, 59+2) - removing it
error   |04:07:12: [buildFeature] *Tree3*(441) already placed at (123+1, 73+1) when trying to place *Tree2*(161664) at (123+2, 72+2) - removing it
error   |04:07:12: [buildFeature] *Tree3*(448) already placed at (124+1, 80+1) when trying to place *Tree3*(161688) at (124+1, 80+1) - removing it
error   |04:07:12: [buildFeature] x coord bigger than map width - *Tree2*, id = 161752
error   |04:07:12: [buildFeature] Assert in Warzone: feature.c:394 ((mapX+width) < mapWidth), last script event: '<none>'

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Olrox
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Re: 4c-Garond Valley

Post by Olrox » 18 Feb 2010, 21:32

Per wrote:I tried to load the map in trunk version, and I got these errors:

Code: Select all

*Tree3*(448) already placed at [color=#FF0000](124+1, 80+1)[/color] when trying to place *Tree3*(161688) at [color=#FF0000](124+1, 80+1)[/color] - removing it
In this particular case, "124+1, 80+1" must be the coordinates of the tree, I guess?
Probably this is because I was placing the trees in a very "energetic" way, as well as deleting them to keep an uniform dispersion of tree types :cool:

Code: Select all

 x coord bigger than map width - *Tree2*, id = 161752
This is probably because some of the trees were placed (due to the same reasons stated above) partially out of the map.

I will take a look at it. Thanks for the feedback!

~Olrox

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Olrox
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Re: 4c-Garond Valley

Post by Olrox » 19 Feb 2010, 01:51

Ok, I can't run trunk, can someone try that for me, please?

Thanks!

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Berg
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Re: 4c-Garond Valley

Post by Berg » 26 Apr 2013, 09:05

Code: Select all

error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1522
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1523
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1606
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1607
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1712
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1713
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1807
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1808
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1810
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1811
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1814
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1815
error   |05:02:04: [loadSaveStructure2:4770] Structure A0HardcreteMk1Wall, coord too near the edge of the map. id - 1816

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