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Hello everybody.
This is my very first map. "Montenegro" a 4-player-map (size 160/160). Symmetric. (some features not). 4 derricks at the base +28/terrain. But the scavs are the problem. There is a large scavenger presence at the center of the map on a very high plateau, controling 8 oils. Destroying them and claiming their oil is a top priority if you want to win.
I wanted to try everything what flame offers. Don`t watch to long at the design. I think it is ok. The most important thing for me is how to place the oil the oil. Thats my problem. To make it more interesting. It would be nice, if you have some ideas (more or less oil-and where to place. I will change).
I tested the map. Everything works without problems. I didn`t forgot the gateways.
And there where no invalid tiles/error messages after compiling.
If there's anything else that needs fixing, let me know.
The next maps are in work (250/250 arizona 9-player map) and a 5 player urban map. Both not symmetric.
But i must take care-my wife want to leave me
Have fun
Base.jpg
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In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
I have changed many things.
I have noticed, that something is going wrong in the map. It was easy to win against strong NullBot with the "sit, wait and research-strategy". The map with the size 160/160 for 4 players needs more oil.
--I have added 16 oil on the terrain and 2 more derricks on the plateau.
--I deleted the stupid water
--I deleted many trees, because NullBot seems to have a problem with the nature
--the scavs are now a little bit stronger
--advanced bases now with light defense
First time i lost a game against a team of 3 NullBots
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In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
I think it'd be much better to place those oils around the map borders (still far from angles, to fight for them).
Spoiler:
10 oils at the center with barely as much in player's base is too much for anything multiplayer-oriented. Being in the middle, all of them would be controlled by the same player/team at any moment (except at early game, where they would be controlled by whoever reaches them first, not necessarily same team as they're split apart a bit). It means that at any moment you have a player/team twice as strong as everyone else, which is a huge destabilization factor leading to quickly decided games (imagine any player randomly getting an extra queen in a chess match: that's barely 20% extra material, and you're giving 2x advantage to whoever reaches the plateau a few seconds faster with his trucks and/or invents an mg tower a few seconds faster and/or chooses good timing to send a few units to the center). In skirmish you defeat the AI anyway, but for a human game it's too much.
I think it'd be much better to place those oils around the map borders (still far from angles, to fight for them).
Spoiler:
10 oils at the center with barely as much in player's base is too much for anything multiplayer-oriented. Being in the middle, all of them would be controlled by the same player/team at any moment (except at early game, where they would be controlled by whoever reaches them first, not necessarily same team as they're split apart a bit). It means that at any moment you have a player/team twice as strong as everyone else, which is a huge destabilization factor leading to quickly decided games (imagine any player randomly getting an extra queen in a chess match: that's barely 20% extra material, and you're giving 2x advantage to whoever reaches the plateau a few seconds faster with his trucks and/or invents an mg tower a few seconds faster and/or chooses good timing to send a few units to the center). In skirmish you defeat the AI anyway, but for a human game it's too much.
Yes-you are right, NoQ. I read this link http://developer.wz2100.net/wiki/MappingTipsDesign
Do you have a concrete suggestion? It is my first map and i am thankful for all help and information. Perhaps you will find the time.
Thanks for your feedback
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
As a snack between meals, because my 3-player map takes time--ICEAGE:
4-player symmetrical map (size 200/200) 6 derricks and 4 trucks/base. 11 oil/player on the terrain + 6 oil in the city. Total: 74 oil= 18,5 oil/ player. 8x2 oil on the towers only with hovers or transporters.
In the new Ice age the scavs captured a city with a large science center. They are now in possession of new wall-structures and weapons. But they are not strong enough. So-a short trip into the last green city with his worthwhile destinations (6 oil) could be a good idea.
Have fun
Regards
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In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
Playing with tangens and Pythagoras i tried to create a symmetrical 3-player map in vector design. The oil, Commandcentre are in an equilateral triangle. The gamerelevant chokepoints and the terrain nearly 95%. I don’t know, how to rotate the terrain 60 or 120 degrees-maybe a professionell map-maker will tell me some informations
In the tests against strong NullBot I noticed, that they play better without gateways.
4 oils at base. 16 oil/terrain. It is very hard to defend the base, because the enemy has 4 possibilities to attack the base. One with hovers. The scavs are only with defense bunkers without units/factories. Against NullBot it makes more fun to play without the scav-bunkers. I have no chance to test the map against human players. Some feedback would be very nice.
Have fun
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In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
In the tests against strong NullBot I noticed, that they play better without gateways.
On 3.1 NullBot does not consider gateways (lacks API to notice them).
I don’t know, how to rotate the terrain 60 or 120 degrees-maybe a professionell map-maker will tell me some informations
FlaME cannot do that of course
But as for heightmap, your image editor should do that (eg. inkscape), and as for terraintype, it barely matters anyway (even nice to add color variety).
Excellent coloring, actually. That's the right way of painting rocky mountains for the new terrain renderer. Minimize gray, contrast snow and grass.
montetank wrote:
cliff_brush.jpg
But ... why? Why do something like that? Why not just always use cliff brush, like you did on the earlier maps? Those square patterns are easily visible and don't make sense.
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