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New Maps for WZ v1.10

Posted: 21 Aug 2008, 12:46
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...

Re: New Maps for WZ v1.10

Posted: 22 Aug 2008, 06:29
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.

Re: New Maps for WZ v1.10

Posted: 22 Aug 2008, 16:30
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!!

Re: New Maps for WZ v1.10

Posted: 29 Aug 2008, 14:08
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