A Sea Map idea

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JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

Hullo montetank, Choas5 Botnice, with 4 extra Oil per bot, and a bit of a base ..

As mentioned use start menu to Vary bases at start, and starting map at T3 will speed bots a little ...

Let me know if u need/think of changes, I will try to do them, but, these are Warzone Map ideas, anyone can edit them, use them, in anyway way, its for WarZone, not me ...
5c-Choas5BN-REV.wz
Chaos5BN-REV.jpeg
and again/still my spell check is broke ....

:wink:
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JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

Soooo, about the time I finished moats, I relised I was going mad, but ......

I use this with UltScavs Mod, & starting @ T3 is better ...

A VTOL only test map, it only works with Nullbots Turtle Brain, all others seem to stall, unless I have missed a hole !!!!

The scavs go nuts until Bot or U clear them, using Cyborgs as Para's & thier large transports to get trucks, units around, ( and empty one can absorb AA while, full one unloads ...)

It is a bad map, it works sort of, it is test, proof of concept, dont blame me for to many issues, but it runs. ( if u use it 4 wallpaper in da kids room, & they grow up to climb clock towers with a high powered rifle, it not my fault ) !!!
9c-Chaos9VTOL.wz


There was a hole sorry to the 1
VTOL.jpeg
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montetank
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Re: A Sea Map idea

Post by montetank »

-Yes-i read the post about only Vtol-maps. NoQs idea is really interesting. Try it.
-You are right-i will test your 9-player maps in T3 level-may be there is something different.
-allied bots? Hmm-my english is bad-i know- i mean: in the game-options for single-players i choose the settings-Player 0= Team A----Player 1-4=Team B.

Greetings to the grandkids :lol2:
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

Weellll, that VTOL map did play but has some problems, notable incredible buzzing sounds in air, and I had it crash on one machine, Also it really seems to chew CPU, I think bots r looking for a path, so I gave them one, sort of... In the corner of each of this map "forts" is a missing bit of cliff face ( Ground impassable) but on a diagonal, so units cant really get out , some sensors seem to make but when bot bunches them in corner, having that diagonal gap "calms" the bots or lets it think there is a path, it seems, also I found issues with ULTSCAVS with this, so I unloaded that mod, and just standard Scavs, it works fine, BUT no Crazy Helicoptors !!!! I think its to do with bots & paths, Not sure ...

So new map redesign giving bases better AA placements, I hope, However this map seems to work in multiplayer, and it running as bot skirmish here, but it seeems to chew CPU ... Toooo many Planes, couldn't seem to build AA fast enough at one point.
Chaos9VTOL-B.jpeg
9c-Chaos9VTOLB.wz
But after a couple sessions of this on T3 level I might understand WarZones Air rules better ...

Interesting I tried to add 2 Cyborg superTransports, 1 VTOL Factory, PAD, Cyborg Factory to players, hoping nullbot might use them, however it just crashes wont even load to start .... dont know what that means ....
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JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

WELL ... the VTOL map on T3 works as a bot game, they win ...! and I Cheated ( Double up, Research All, Whale fin from start), got a phone call, forgot to pause, and ...... Wham ! Aerial Bot Vengance !!

Maybe I was mean to a calculator once ....

So redoing the map, I thought about what montetank said about oil, corners etc, Und, we have this ....
NCMonteVTOL-FIN.jpeg
Best & tested on T3 level, 8 Insane level, (optional level) Nullbot Turtles Only ( no other AI works ), NO Scavs !
9c-NCMonteVTOL-FIN.wz


This plays well, Bot bases are defendable, but have seen Bot Aerials Assaults wipe some out, this may work as multi, but I think need more mods to placement & size of bases, thinking about it, but is this layout better ? also this game is hard work, to take bot bases, maybe to hard, but I think I try will try it with Contigency mod, might be able to teach those pesky bots a lesson .........
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JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

This is same map as Vtol, but no barriers between islands, and sea based, Tested on T3 with 8 insane Nullbot Hovers (best AI for map)
9c-NCMonte_SEA-FIN.wz
NC_Monte-SEA-fin.jpeg

These are very "busy" maps, no time to scratch yourself, its go,go,go, build, build, build ...... but great to hone skills against bots, and VTOL map has taught me heaps about airpower ....
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JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

Obviously the VTOL maps have sent me just plane insane, causing this .....


NullBot Turtle is only AI to use on VTOL Maps
9c-Roundells_VTOL.wz
Roundells-VTOL.jpeg

And sea map version, best with NullBot Hover AI
9c-Roundells.wz
Both should be played on T3 Level .....
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JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

Well I am sorry about Roundells, nice game but apparently it's wrong to use countrys insignia like that I was informed, some sort of promotion of their values or something, so sorry to those it may have annoyed , promise no more ....

But I do have a 5 player map, in VTOL & SEA, actually, not a bad game after intensity of 9 players versions, U can still kick arse, without cheats against bots, may be a multi.
sea5.jpeg
Best with NullBot Hover AI, SCAVS are OK
5c-Sea-5WayFin.wz

Only works With NullBot Turtle AI, No Scavs, but their Scav bases are still there to fight over ....

I am working on more complicated VTOL Map, with "drop zones" for bases, but I found this thing, its called terrain, apparently, it has trees & rocks & other things u cant eat, having a play with it, to allow temp barriers and of keeping "drop Zones" free of bots until wanted, tricky stuff, I been told these tree things live outside, where computers are not plentiful, unbelievable !!!!!
5c-VTOL-5wayfin.wz
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JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

well spent a while tidying up the No Corners map, got this "finished" ..

And Scavs are back, Ultimate Scavs works fine ...

16 Oils - p0, 8 Oils - P1-8 each, 16 - Wild/Scavs

Best & Tested on T3 level, 8 Insane Nullbot Hovers ....
NCM2-Sea-Fin.jpeg
9c-NCM2-Sea-FIN.wz
Well I was presented with this edit of this map, the cheat/botstudy map, or maybe it's about how good they think I play ... Just because the bots beat me once or twice, maybe 3 times .... Anywho, I found it fun as NOT player 0, be a bot, change to a Player 1-8, and attack the thing in center, kept me busy for a while .....
9c-NCM2-SEA-Cheat.wz
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Last edited by JamesTQuirk on 12 Oct 2013, 04:27, edited 4 times in total.
JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

Also the VTOL Version ....

Normal Scavs are back, Ultimate Scavs still has issues on VTOL Maps ...

16 Oils - p0, 8 Oils - P1-8 each, 16 - Wild/Scavs

Best & Tested on T3 level, 8 Insane Nullbot Turtles ....

NCM2-VTOL-FIN.jpeg
9c-NCM2-VTOL2-FIN.wz
I am coming around to no corners, seems a little more equal, and I can drop scav bases in empty corners ....
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JamesTQuirk
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Re: A Sea Map idea

Post by JamesTQuirk »

Blame IJustDontCare, they made me think, I had a flooded city map thing I was playing with, then I started playing with Vtol maps, and Paratroopers & adding a tree, Thought about WW2 Denieper River Crossings, which started me on WWII MOD, also somehow a Australian Tileset/map (as it should do for russia as well), then I saw & tested IJustDontCare's floodedplains map, it's made me re-evaluate, at lot of things, even 2 trees ....

So now very confused I keep tinkering with OZTileset & WW2Mod, so it may take a while, the Maps that are here, please give me some feedback/critisisms about them I will answer, but I may not put a new one up for a while ...

Ps: When I looked PIE graphics objects, made me think of Raspberry Pi, so a got one, also got to find out if I can get to run Warzone on it ...

Pss: Thank you IJustDontCare for a great map ..
IJustDontCare
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Re: A Sea Map idea

Post by IJustDontCare »

JamesTQuirk wrote:Blame IJustDontCare, they made me think, I had a flooded city map thing I was playing with, then I started playing with Vtol maps, and Paratroopers & adding a tree, Thought about WW2 Denieper River Crossings, which started me on WWII MOD, also somehow a Australian Tileset/map (as it should do for russia as well), then I saw & tested IJustDontCare's floodedplains map, it's made me re-evaluate, at lot of things, even 2 trees ....

So now very confused I keep tinkering with OZTileset & WW2Mod, so it may take a while, the Maps that are here, please give me some feedback/critisisms about them I will answer, but I may not put a new one up for a while ...

Ps: When I looked PIE graphics objects, made me think of Raspberry Pi, so a got one, also got to find out if I can get to run Warzone on it ...

Pss: Thank you IJustDontCare for a great map ..
Oh no problem bro I always enjoy being blamed for things :P and then being thanked :P I've been really quiet with this game lately, but I'm starting to put my idea hat on, but still not sure what I'll do next. If you're interested I wouldn't mind doing a joint map design together.