(although there is a dice icon,it not a random map)
with small modification, like the height function, this script can generate different NTW map.
relativeY=((y/mapHeight)-.5)*2
size: 96*96
oil: 40 per player
scavenger: at relativeY==0 (1 cannon fortress per 4 tile)
height: clip((abs(relativeY)-.3)*2, 0,1)*500
map:(is a 6c map)
auto zip bash:
script generated NTW 3v3 map with terrain
script generated NTW 3v3 map with terrain
Last edited by wanjia1 on 20 Jan 2024, 00:32, edited 1 time in total.
Re: script generated NTW 3v3 map with terrain
screenshot:
Re: script generated NTW 3v3 map with terrain
And what is the idea behind it now? What's new? There are hundreds of such maps. Have I misunderstood something here?
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
Re: script generated NTW 3v3 map with terrain
the difference is that it can re-layout the map,
like add clamp chamber, highlands, water; and move base; remove oils, add uplink centre or VTOL pads for every base,
with only minor script modification (1~20 lines of javascript), without map editor.
this save the time of making maps.
also,it's the first generated NTW map in this forum
(and, the script has only 127 lines, it is easy to read)
Re: script generated NTW 3v3 map with terrain
add random terrain generation and generate cliff by slope:
screenshot: