New Maps for WZ v1.10

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zydonk
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New Maps for WZ v1.10

Post by zydonk »

Recently discovered that maps (lnd) created or edited in WE32 can be opened with no problem in WE16. (Should this be possible?) This means that these maps can be played in the original WZ v10. Isn't that nice?

So, herewith some of the maps that I made available for latest versions of WZ, that can now be played in v10.

Dare I say that these maps play better in v10? No sound drop outs and pathfinding is definitely snappier, esp in the eigth-hander, cockate. And the AI players are much more active and "rush-ier". No shadows, of course, but I disabled that ages ago as a distraction.

See for yourselves...
Attachments
8c-cockate.zip
Very busy map, very busy enemies...
(20.24 KiB) Downloaded 271 times
4c-Ludo.zip
Small map, limited resources. Like a crowded room.
(1.83 KiB) Downloaded 255 times
4c-cockpit.zip
Large map, ample resources, but watch your back!
(18.55 KiB) Downloaded 265 times
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Buginator
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Re: New Maps for WZ v1.10

Post by Buginator »

zydonk wrote:Recently discovered that maps (lnd) created or edited in WE32 can be opened with no problem in WE16. (Should this be possible?) This means that these maps can be played in the original WZ v10. Isn't that nice?

So, herewith some of the maps that I made available for latest versions of WZ, that can now be played in v10.

Dare I say that these maps play better in v10? No sound drop outs and pathfinding is definitely snappier, esp in the eigth-hander, cockate. And the AI players are much more active and "rush-ier". No shadows, of course, but I disabled that ages ago as a distraction.

See for yourselves...
Yeah, it isn't a problem. AFAIK, WE/EW32 & WE/EW16 both use the same .lnd file. I think the only issue is if you use a bigger tilesize.
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Powzone
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Re: New Maps for WZ v1.10

Post by Powzone »

Nice to see some stuff released for the old 1.10. You might know, that I can't play 2.x versions.

I tested them and I like the Ludo map most. You get very busy from the beginning playing on skirmish. I like that!! :D

Cockate & Cockpit are nearly the same, like I saw, but they are also fun to play!

Keep up the good work!!
Arch / Intel Core i9 12900 / 32GB RAM / NVidia RTX2070 Super
zydonk
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Re: New Maps for WZ v1.10

Post by zydonk »

Here are two more maps for v1.10.

greatmap is a four-hander based on the big mission map from campaign 1. see readme for more info.

riftriver is for eight players, laid out four by four in concentric circles with a warzone in the centre. It was constructed by filling up the no-play centre of Pumpkin's Great Rift map with Divine_Avenger's River Canyon. It suffers a bit in the 2.1 betas, due to poor pathfinding, but it is frenetic in v1.10 (I'm three hours into a non-stop Armageddon at the moment).

Hope you like these maps.

Powzone: thanks for the good word on Ludo. The original board game is a blood sport in my family, so I thought, why not replicate the game as a WZ map?

adios
Attachments
greatmap.zip
Sprawling, rumbustious map...
(163.28 KiB) Downloaded 265 times
riftriver.zip
Your enemies are all around you in this map...
(61.33 KiB) Downloaded 265 times
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