Merowingg's Maps

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Merowingg
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Re: Merowingg's Maps

Post by Merowingg »

noname1208 :)
Mero, how is your newest map coming along?
I am working on it my friend :) I had general idea of it for two weeks already but I hadnt time to create it.. which is actually killing me.. and I also want to try something new for me which needs time although I might not be able to use it in the map I am working on now but who knows :) I didnt have much free time lately.. but now I will have two weeks off so I will try both to have vacation and create something :) by vacations I mean going somewhere away from the PC ;) Lately when I sit to work with flame I either fell asleep while working or when I wake up at early a.m. I was too busy preapring for a day routine.. to do anything with it.. anyway to sum up the work is in progress :)

Tenoh
yeah, i need more maps.... and 238 crashes, bummer!
Honestly I dont understand almost entire sentence except the more maps message, well here I can recommend serching through entire showcase thread and also visit addons :)

But I dont know what the crashes sentence is about.. and I dint find a bummer word in my dictionary.. :(

Bye gentlemen :)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
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Merowingg
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Re: Merowingg's Maps

Post by Merowingg »

and 238 crashes, bummer!
Ok I read it ferw times and check the word in googles, now I understand I just confused that you need two hundred thirty eight crashes and I thought what the hell.. :)

I suppose I need to read more in english not only watch movies as I do lately..
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
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Re: Merowingg's Maps

Post by noname1208 »

Dont worry it took me a few minutes as well :lol2:
"The one who looks on from the shadows and silently observes learns the most and is not shunned by either side"
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Merowingg
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The Death Zone Map

Post by Merowingg »

Hello Gentlemen :)

The map is called Death Zone because it is really hard to move around on it freely and without consequences :)

The map is for four players, you have four trucks at the start, and believe me use them wisely :) ten oils in base, but by that I mean on the top of the bases cliffs, because there is few more just next to you (practically in base) but the way to it is very long :) or at least inconvenient :) Generally the rest fifteen of oils is outside of the base, but here the inside/outside case is really difficult to explain due to the maps topography :) It is advisable to check all "mysterious" places on the map :) Advanced bases included :) To sum up 25 oils per player :)

The map is again with nice tilesets and the bases are full of features which are there to make them look appropriate :)

On this map I started to play with the grounds levels and this is just the beginning :)

Death Zone is real death zone so think all things through :)

Have excellent fun :)

Bye :)
wz2100-20110809_072527-Mero_DeathZone-T1.png
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“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

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Re: Merowingg's Maps

Post by zydonk »

This is a passing comment, Mero, not a criticism. The problem with maps with complex and circuitous layouts - such as your Death Zone here and some of Lav's - is that they provide only a one-time challenge. I mean, second time round and you know where everything is, so you just go and grab it.

I daresay they take a lot of making, but they may not provide an adequate amount of gameplay as pay-off...
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Re: Merowingg's Maps

Post by Mysteryem »

Very nice map Mero, a few too many oils for my liking, but we all have our personal preferences :P
One thing though, when using symmtry like this, it leaves rather obvious fold lines where the map has been reflected. It may not be much, but if you use the manual texturing tab then use the , . and / buttons on your keyboard (you can hold them down) you will manually change the rotation and flip of the tiles, removing this visible fold line.

Image Image Image
---------- Visible fold line ------------ Manually rotated along the fold -- Manually rotated the fold and a few more tiles either side
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Re: Merowingg's Maps

Post by NoQ »

When i make a symmetric map, i usually just have an odd number of tiles in a row (:
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Merowingg
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Re: Merowingg's Maps

Post by Merowingg »

Gentlemen :)

zydonk :)
This is a passing comment, Mero, not a criticism.
Everything is all right, I am really happy when I have comments on my maps and criticism too, I am even happier when I am told things from different point of view, suggestions and observations :)
The problem with maps with complex and circuitous layouts - such as your Death Zone here and some of Lav's - is that they provide only a one-time challenge. I mean, second time round and you know where everything is, so you just go and grab it.
I am not sure about what to do with this situation, and shall I do something about it ?? If circuitous is not good I can always do another NTW ;) or even Squared ;) Well anyway I will sooner or later do another of those as I love to modify them :lecture:

But could you give an example how the more playable maps should be created or made becuse I am not sure I fully understand your point..

Mysteryem :)
Very nice map Mero, a few too many oils for my liking, but we all have our personal preferences :P
I am happy that you like it, I try to mutate ;) :P as much as I can :) speaking of oil.. yes indeed I have this tendency to highoilise my maps.. With Death Zone it was like that "ok max five oils in base, ah nice i can put 8 oil on the cliffs and each of it will be at the sharp edge of the circular cliff, agh i want to put trucks in centre of the cliffs, I will put just two oils next to it, agh i placed 10 oils just in base, ok around base now, here there and everywhere, damn, this place looks perfect for oil, agh I dint place oil in those nice "valleys" agh and this one is empty too, and here one must be here ! omg here we go again.. twenty five of oil per player..

It looked exactly like that.. I try to fight with my tendency and I think I actually do much better than in the past :) (even 40 oils in base) But I can assure it will be varying all the time as i am not necessarily a low oils lover although I have made quite a few :)
One thing though, when using symmtry like this, it leaves rather obvious fold lines where the map has been reflected. It may not be much, but if you use the manual texturing tab then use the , . and / buttons on your keyboard (you can hold them down) you will manually change the rotation and flip of the tiles, removing this visible fold line.
Agh what a mistake.. I feel ashamed a little.. :oops: I do know about it I just didnt make a map for a long time till the marriage, and since the marriage I did two maps with a lot of water where this mistake was nt soe clearly visible, and on NTW Clown there was sand in the middle so almost not visible at all.. and here I have made first map for a very long time without water and manly using red tiles and this led me to this error agh.. I am alittle bit angry.

When I saw
use the manual texturing tab then use the , . and / buttons
I thought what ?? what those buttons do ?? egh ?? and then I realised :) those ",./" were always, always ! "<>?" for me :) of course I used them thousand of times, the sad truth is.. till the time around the map Capri.. I used only those to paint different tilesets.. can you imagine.. how many hours it took me to do a simple change.. that is why my very early maps are so plain..

I can always go through this bad lines with small red tiles brush and it will rotate them too with even greater speed, anyway thank you very much for reminding me about this important thing, bad bad mistake, ok I will try to relax. Anyway I do use it and I know about it :)

NoQ :)
When i make a symmetric map, i usually just have an odd number of tiles in a row (:
Cannot be it simply cannot be ;)

Gentlemen thank you really very much for your posts !

Bye :)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
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Re: Merowingg's Maps

Post by NoQ »

zydonk wrote:The problem with maps with complex and circuitous layouts - such as your Death Zone here and some of Lav's - is that they provide only a one-time challenge. I mean, second time round and you know where everything is, so you just go and grab it.
Considering the amount of maps Mero makes per second ... i guess it's not a problem :wink:
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Re: Merowingg's Maps

Post by zydonk »

NoQ wrote:
zydonk wrote:The problem with maps with complex and circuitous layouts - such as your Death Zone here and some of Lav's - is that they provide only a one-time challenge. I mean, second time round and you know where everything is, so you just go and grab it.
Considering the amount of maps Mero makes per second ... i guess it's not a problem :wink:
Ah yes - I missed that - the disposable map!
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Re: Merowingg's Maps

Post by lav_coyote25 »

zydonk wrote: some of Lav's - is that they provide only a one-time challenge. I mean, second time round and you know where everything is, so you just go and grab it. I daresay they take a lot of making, but they may not provide an adequate amount of gameplay as pay-off...
hmmm... have you tried psykofs2011 map yet?? played all postions... any feedback... i dont remember getting any from you... will continue to be patient... waiting for some form of feed back... :stressed: :annoyed: :hmm:

one time challenge??? sure, whatever... :)
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Merowingg
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Re: Merowingg's Maps

Post by Merowingg »

NoQ :)
Considering the amount of maps Mero makes per second ... i guess it's not a problem :wink:
eh.. what can I say.. what can I do.. I am full of ideas and this is just the beginning !!!!! :lecture: :) :3

I se no reason to limitate my creativity and willingness to create and I am right here I think..

Although it is not the first time I hear I create much and not necessarily in positive tone I may assume but this might be teasing :hmm: :P

zydonk :)
Ah yes - I missed that - the disposable map!
Well it sounded really bad, like a plastic bag or something like that..I do hope they are not redused to such extent by you.. :)
And again I would like to hear what is the way of your thinking, I mean a path of what you have on mind here.. shall I make asymetric maps or place oil in base or something like that ?? Or this is general expression like, omg another map ??

lav_coyote25 :)
one time challenge??? sure, whatever... :)
Whatever ?? ;) I would like to know what his point is :)

Anyway I begin to be stressed :stressed:

:)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
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Re: Merowingg's Maps

Post by lav_coyote25 »

my point is this - you have 8 ways - at least, before the map is familiar... thats the point... :stare: :annoyed: :lecture:
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Re: Merowingg's Maps

Post by zydonk »

Hang on, it was just a comment, an observation. The problem here, I think, is that I am a stick-in-the-mud sk player. I have no problem with complex maps as such, but behind all the around-the-houses paths and cul-de-sacs, there is little to do except find your way through the maze to an enemy base and zap it. There's no point in trying to hold positions because there's a good chance the enemy has taken another route to your gaff. You can't manoeuvre the AI teams against each other, can't feint or deflect.

In effect, what you are doing is adding a surplus complexity to what are very simple maps. In a sense, they are anti-rush rush maps.

That's all. Nothing to fret about, Mero, if you like that kind of thing. I don't. I like somewhat unbalanced maps - that make the AI behaviour uncertain - positions to hold and consolidate, constant push push of apposing forces, and the threat always of losing the fight if my strategy fails to match that of my enemies...

Finally, as a matter of curiosity: are these maze maps good for mp?
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Merowingg
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Re: Merowingg's Maps

Post by Merowingg »

one time challenge??? sure, whatever... :)



Whatever ?? ;) I would like to know what his point is :)
lav_coyote25 here I was asking zydonk :) but thank you for your explanation :)
Hang on, it was just a comment, an observation. The problem here, I think, is that I am a stick-in-the-mud sk player. I have no problem with complex maps as such, but behind all the around-the-houses paths and cul-de-sacs, there is little to do except find your way through the maze to an enemy base and zap it. There's no point in trying to hold positions because there's a good chance the enemy has taken another route to your gaff. You can't manoeuvre the AI teams against each other, can't feint or deflect.

In effect, what you are doing is adding a surplus complexity to what are very simple maps. In a sense, they are anti-rush rush maps.

That's all. Nothing to fret about, Mero, if you like that kind of thing. I don't. I like somewhat unbalanced maps - that make the AI behaviour uncertain - positions to hold and consolidate, constant push push of apposing forces, and the threat always of losing the fight if my strategy fails to match that of my enemies...

Finally, as a matter of curiosity: are these maze maps good for mp?
zydonk thank you very much for your explanation :)
I like somewhat unbalanced maps


Well I almost always make them symetrical becuse I am always afraid that a player who know the map will always take the better position alone or positions with his friends and will be uncontrollably winning many fights.. there is always a temtention, they always cheat or take better position or want to be with better players always and always.. Even if they are told they may learn something while not hiding better players they usually say they want simply to win.. sad but true..

But you enlightened me here a little, I think I will try to make unbalanced map soon, more unbalanced than I usually do at least :) for a change :)

The fact is I like the symmetry very much too :3
Finally, as a matter of curiosity: are these maze maps good for mp?
In my opinion they maze maps are good, so many player is just attached to NTW for its simplicity and at the same time the map is very nice for team work. I speak about the "original one/s as I did few variations already :lecture:

The maze maps make people to think more, at this point many players used to simplicity cannot handle situation on it and even quit.. One maze maps you have to handle more things and it is really nice if you want something more challenging.

I made one map which is suposed to act as maze it is called Labyrinth :)

To sum up, every map is good depending on what a player want to achieve or learn from it and what he is willing to try or play on :)

All above is just my personal opinion :)

Anyway thank you very much for the posts gentlemen :)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero