First map - prototype islands
First map - prototype islands
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.
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.
- Attachments
-
- 4c-proisles.zip
- (19.8 KiB) Downloaded 417 times
Last edited by Serman on 28 Jul 2007, 08:03, edited 1 time in total.
Re: First map - prototype islands
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.
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.
Re: First map - prototype islands
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.
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.
The best thing to do when your philosophies don't stand up to debate is to lock the thread and claim victory.
Re: First map - prototype islands
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. ::)
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. ::)
Re: First map - prototype islands
Come on people, I need more feedback, testing, and constructive critisism.
Tell me what I can do to improve this map.
Tell me what I can do to improve this map.
Re: First map - prototype islands
it looks pretty ;D
I only wish 3 things in life; Beer, Happines and mêh own personal Mamoth tank!
Re: First map - prototype islands
serman i would like to test it but i would need to have my game fixed first
- Watermelon
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Re: First map - prototype islands
hmmm would be cool if we have sea oil platform and naval forces...
tasks postponed until the trunk is relatively stable again.
Re: First map - prototype islands
Spoke the person who claimed to be working on exactly that.... wink, winkWatermelon wrote: hmmm would be cool if we have sea oil platform and naval forces...
"First make sure it works good, only then make it look good." -- Giel
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- Watermelon
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Re: First map - prototype islands
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.Giel wrote: Spoke the person who claimed to be working on exactly that.... wink, wink
tasks postponed until the trunk is relatively stable again.
Re: First map - prototype islands
Sorry to go off topic but that actually sounds interesting and it's also the way the weapons should act.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.
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.
Credits to Kacen for making the image.
Re: First map - prototype islands
It's probably for the SVN version.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 ?
I'm working on it.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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- Rman Virgil
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Re: First map - prototype islands
* 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.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.
* 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.
Cheers, /V\I/R\G/I\L/
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.