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New Map for v2.1 betas 2 & 3
Posted: 18 Jun 2008, 13:26
by zydonk
Made this map some years ago to play on original WZ. Rejigged it to play on latest versions. It has been tested on the above betas with no problem.
Hope you enjoy it.
Re: New Map for v2.1 betas 2 & 3
Posted: 18 Jun 2008, 17:10
by wari
Great map thanks! Hope you have some more in the pipeline!
Re: New Map for v2.1 betas 2 & 3
Posted: 18 Jun 2008, 19:56
by Per
I played on it a bit, and I like it! We really need new maps. One question - did you intentionally give the corner players two less oil wells?
Re: New Map for v2.1 betas 2 & 3
Posted: 19 Jun 2008, 18:46
by zydonk
Thanks for the encouragement. There should be a total of twelve wells for each base, Per. I've checked the map in play (using it to test beta3) and in EW; it's OK in both. Which corner seems to be lacking? (Notice that the flanking bases can have different arrays.)
This new map is named for the board game Ludo, which is a blood sport around here. It is very small, open and thinly resourced. There's little room for manoeuvre and can get pretty rough. Let me know how it goes if you play it in mp. (WZ does close fighting very well, especially when everyone is muscled up. Sort of chess with tanks and big guns!)
Hope this one goes well with you. I like it a lot.
Re: New Map for v2.1 betas 2 & 3
Posted: 19 Jun 2008, 23:47
by Black Project
BeNEXUS
A 2 player map, there's a huge amount of oil resources, but prepare yourself to attack a heavy defended base, VTOLs and mobile artillery should be the success of your victory in this map, enjoy!
Watch out for the Player 0 base! There's a lot of NEXUS Plasma bunkers and NEXUS Link Towers! NEXUS hardpoints and towers make almost a hell to raise this base to the ground, have fun!
Re: New Map for v2.1 betas 2 & 3
Posted: 20 Jun 2008, 08:56
by Per
For those of you making new maps - if you want us to include them in the standard distribution, please add a "permission to distribute under the GPL granted" text somewhere in your post. Or make a blanket "you can use all my maps under the GPL license" post. Thanks. Just to get the "paperwork" out of the way...

Re: New Map for v2.1 betas 2 & 3
Posted: 20 Jun 2008, 15:29
by wari
Thanks for these new maps!
Re: 32bit versions
Posted: 20 Jun 2008, 17:52
by zydonk
hello
Finally got WE32 to work (hallellujah!). I've converted cockate and ludo maps to 32bit. See below. Makes only marginal difference, but it looks as though there will be a changeover to 32bit only maps in the near future...
Per, here is a general permit to use my maps in future distribs: "you can use all my maps under the GPL license".
Now, I have some good maps prepped for 2.1 but they actually belong to others. One, River Canyon, was uploaded in 1999, but I can no longer contact the author (I can add his readme to the zip). Another is adapted from the big mission map used at the beginning of campaign 1, which obviously belongs to Pumpkin, its heirs and successors. Is there any policy on this situation? Maybe declaring ultimate authorship in a readme would be sufficient? (I have other adaptations from WZ campaign maps.) I want to offer them here because I think they are really good maps, not because I am too lazy to make my own.
Finally, I'm adding another map, cockpit. This is a four player map of mine that formed the basis of the eight player cockate (cock8, geddit?).
Re: New Map for v2.1 betas 2 & 3
Posted: 20 Jun 2008, 21:49
by Per
I do not think there is any difference between the maps output by the 16 and 32 bits versions of the map editor. Please correct me if I am wrong.
The mission maps are under the GPL now, so making new maps based on them is fine.
Re: New Map for v2.1 betas 2 & 3
Posted: 21 Jun 2008, 05:45
by Buginator
Per wrote:I do not think there is any difference between the maps output by the 16 and 32 bits versions of the map editor. Please correct me if I am wrong.
The mission maps are under the GPL now, so making new maps based on them is fine.
AFAIK, it outputs the same map data.
However, the original EW32 only works with 2.0.x, then hack #1 works with 2.0.x-2.1 beta 1 (whenever unix paths became the norm), and hack #2 works with 2.1 (This version just adds lower case filenames).
And zydonk, thanks for the maps!

Re: New Map for v2.1 betas 2 & 3
Posted: 21 Jun 2008, 18:04
by zydonk
Thanks for the responses. It's good to hear that we can use the mission maps. I'll add lnd and readme to acknowledge source of maps.
I understand now the nature of the change that buginator referred to in another thread. I thought it had to do with the difference between 32 and 16 bit graphics, but obviously not. It's to do with the change from Win to unix syntax. BUT what I have noticed is that maps compiled through WE32 have better graphics than WZs I created by rearranging WDGs, thus keeping the 16bit graphics. Does this make sense, or am I just looking too closely?
Anyway, I'm attaching some more maps.
"greatmap" is based on the map used in the opening missions. Never fail to remember my first experiences of this map, esp trying to conquer the whole thing in just two hours!
"river_canyon" is a recompilation (thru' WE32) of a map uploaded by Mikael Liback back in 1999. I've tried to contact him but the email address no longer exists. I am including his original readme for the record. As you can read, Mikael was very modest about this map, but for me it condenses in one small map all that is so good about WZ.
Good gaming.
Re: New Map for v2.1 betas 2 & 3
Posted: 21 Jun 2008, 19:49
by Per
I have committed the 8c-cockate map (the only one I have playtested so far). Thanks a lot for contribution - it is good to have more maps to play on!
I tried to play the 4c-greatmap mod, but got "error : [buildFeature] buildFeature - feature- 160496 already found at 120, 101", which means there are two structures sharing the same spot. Any chance you can figure this out in the map editor?
Re: New Map for v2.1 betas 2 & 3
Posted: 22 Jun 2008, 21:52
by Per
I played a whole game against 7 AIs (free for all type game) on 8c-cockate, and AI path-finding has some problems on it because of the very narrow passages. One AI in particular got completely clogged up - see funny pictures below xD
Let me know if you improve the map so that I can commit the changes.
Re: New Map for v2.1 betas 2 & 3
Posted: 23 Jun 2008, 13:56
by zydonk
per,
reference "greatmap": no problem loading it to 10 or the 21 betas. Tested the zip I made for upload, and it's OK. I suggest you take another copy from the zip and try that. I'm thinking maybe a corruption somethere, tho' how that is possible what with counts etc I don't know. If still no joy, then let me have an address by pm and I'll send you an uncompressed copy that works here.
Anyone else with this problem?
now, "cockate": certainly looks anomalous. Curious that there are so many units and just sprawled randomly about the base. There might be a blockage in the main route out (this will happens in any map regardless of size of passageway to a base, as damaged units runs up against outgoing units, because everything takes the shortest route), but this is not evident on the "high road" out - they look like overflow from the factories in the base itself. I notice structures on the oversight platform to the left; to get there the trucks would have negotiated down to the exit area to the pit, then cut back up along above the exit route to get to the platform. So the player is (or was) functioning properly.
What kind of score is there for red? Has it been active during the game? (I've just run cockate under b3, and red had already whacked black and is showing muscle out in the pit.)
I've played this map many times under various versions of WZ. There are blockages from time to time, but I usually sort them out with a VTOL raid - just to keep things moving. I do that on lots of other maps too.
Try it again - when you get time - and see how it goes.
ciao
Re: New Map for v2.1 betas 2 & 3
Posted: 24 Jun 2008, 04:14
by Gallion
For some reason, when I run Cockate, it crashes when I build the Satellite Uplink Center, or if I start in the upper left (and maybe other areas). This only happening to me?