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map - memonia9

Posted: 08 Mar 2009, 05:53
by lav_coyote25
ok - here it be. with all the dumb error messages i have suffered with over the last couple weeks... i think i finally got em covered.... NOTE: use the newest release - V. 2.1.2
click this link...

viewtopic.php?t=2710

EDIT: NEW FILE!!! possible final release - march 18 2009 23:16 hrs.
have cleaned up and altered the memonia9 map to such an extent that it requires a new release.... by cleaned up - rounded corners and filled in small bits. changed some layouts so that all bases are somewhat equal and 4 zones now seem to work better than first edition. ai's seem to attack sooner. so dont dawdle when looking for resources. xD

Re: map - memonia9

Posted: 08 Mar 2009, 11:32
by whippersnapper
.

-- MP Rush Gimmicks are not favored by your topography - a good thing, IMHO.

-- Good one for Team MP 2 vs. 2. Longish battles favored but there is that desync that may
crop up.... though, we didn't have a prob up to the 90 min mark - when we had to quit.

-- Ton's of choke-points, high ground ridges, box canyons, arroyos - nice for ambushes and
the parallel ridges also have the side benefit of splitting A.I. combat groups into multiple vectors.

-- Some "sticky spots" and anomalous cliff that can be navigated around the base platforms.
Nothing major really as the final A.I. I tested didn't jam itself up with in-building and was able
to navigate out to cap oil through-out and assault enemy positions.

-- In skirmish I tested with 5 different A.I.s - by far Become Prey 2008 ** performed best. Tough, long
battle mano a mano. The topography was directly responsible for my having a good fighting chance
against 3 BPs.

-- Do you want any screen caps of sticky spots & cliff anomalies ?

-- Because the passageways and ridges are on the narrow side I don't think you should
place any map features. However, some water catchments here and there might be something
to think about.

- Regards, whipper. :)

** Yes, I have BP 2008 running under the WRP binary. This version is not available publically anymore
and I have not gotten NIKER's permission to release it yet. It's a very challenging AI (non-cheating too)
and it also has the added boon of being able to handle water maps as did the dedicated "H2O" AI by Prometheus...

-- EDIT: For those of you not familiar with Lav's body of work............

-- A nice little article about the Mars Memnonia quadrangle region here: http://en.wikipedia.org/wiki/Memnonia_(Mars)

-- And here's a cool NASA pic:

.

Re: map - memonia9

Posted: 08 Mar 2009, 22:19
by EvilGuru
whippersnapper wrote: ** Yes, I have BP 2008 running under the WRP binary. This version is not available publically anymore
and I have not gotten NIKER's permission to release it yet. It's a very challenging AI (non-cheating too)
and it also has the added boon of being able to handle water maps as did the dedicated "H2O" AI by Prometheus...
I believe that Buggy got permission from NIKER a few days ago to release his work publicly. I'll leave the specific details up to Buggy (and bring this thread to this attention).

Regards, Freddie.

Re: map - memonia9

Posted: 08 Mar 2009, 23:41
by whippersnapper
EvilGuru wrote: I believe that Buggy got permission from NIKER a few days ago to release his work publicly. I'll leave the specific details up to Buggy (and bring this thread to this attention).

Regards, Freddie.

-- Cool. That's good to hear. Thanks EG. I'm sure Buggy will work it out with NIKER just fine. :)

- Regards, whipper. :cool:

Re: map - memonia9

Posted: 09 Mar 2009, 00:11
by lav_coyote25
memonia9 - from vantage point editworld32bitbeta

Re: map - memonia9

Posted: 09 Mar 2009, 00:12
by lav_coyote25
heights

Re: map - memonia9

Posted: 09 Mar 2009, 00:13
by lav_coyote25
zones

Re: map - memonia9

Posted: 09 Mar 2009, 03:18
by Buginator
EvilGuru wrote: I believe that Buggy got permission from NIKER a few days ago to release his work publicly. I'll leave the specific details up to Buggy (and bring this thread to this attention).

Regards, Freddie.
Yes, that is the case.
It does work 'out of the box' for release builds, but not for debug builds. It tended to crash (assert).
I fixed most of the issues that I found with that though, and have sent it off back to NIKER for his OK.
(And also to get a license :stare: ... (as I was typing this, I got a reply, and it is "public domain") :D

/me will be back next weekend to finish/clean up a few minor things.


Thanks Niker!

And sorry for derailing your thread Coyote.

Re: map - memonia9

Posted: 09 Mar 2009, 03:39
by lav_coyote25

And sorry for derailing your thread Coyote.

not a problem... xD

Re: map - memonia9

Posted: 09 Mar 2009, 19:39
by DarkCheetah
that looks like a verry neat map:3

and a post to the guy i can't remember his name X3 ur able to play becomeprey on warzone beta? =O

Re: map - memonia9

Posted: 10 Mar 2009, 07:10
by whippersnapper
.

-- Some screen caps on Lav's map vs. 3 Become Preys.

-- IMHO the mention of BP in this thread is quite relevant since it handles Lav's labyrinthine and
serpentine passageways best out of all extant WZ skirmish A.I.s (I've tested them all). That's a
good piece of info to pass on as the majority play the SP Campaign and Skirmish and not MP.

-- I'll be curious to compare the scripting of my development version of Become Prey from Sept. 2008.
which I tested extensively for NiKer with the one that gets released for the WRP next weekend.
At the time it seemed too powerful even though it did not cheat. Wonder if NiKer made any changes.
Maybe I'll just ask him. Easier than doing a comparative analysis of the scripts....

Re: map - memonia9

Posted: 10 Mar 2009, 07:27
by jaakan
Cool map but my AI team mate wiped out the other 2 Ai's with a high number of VTOLs in under 40 mins.
wz2100_shot_021.jpg

Re: map - memonia9

Posted: 10 Mar 2009, 21:34
by DarkCheetah
whippersnapper wrote:.

-- Some screen caps on Lav's map vs. 3 Become Preys.

-- IMHO the mention of BP in this thread is quite relevant since it handles Lav's labyrinthine and
serpentine passageways best out of all extant WZ skirmish A.I.s (I've tested them all). That's a
good piece of info to pass on as the majority play the SP Campaign and Skirmish and not MP.

-- I'll be curious to compare the scripting of my development version of Become Prey from Sept. 2008.
which I tested extensively for NiKer with the one that gets released for the WRP next weekend.
At the time it seemed too powerful even though it did not cheat. Wonder if NiKer made any changes.
Maybe I'll just ask him. Easier than doing a comparative analysis of the scripts....
where'd ya find becomeprey for this warzone?

Re: map - memonia9

Posted: 10 Mar 2009, 22:02
by whippersnapper
DarkCheetah wrote:
where'd ya find becomeprey for this warzone?
-- Got it from NiKer when it was in development last summer and we were talking in IRC about it's incorporation into WZ 2200, stress testing and giving him feedback to that end... Prior to that NiKer had not worked on BP for about 4 years. I just put it into the regular WRP binary a few months ago to see if it needed any changes and it didn't so I just continued testing it on new maps released by map makers in this community and writing about my experiences with it in these forums.

-- Since WZ 2200 dev was suspended I have felt it should be made available to run on the WRP binary so that a broad range of fans could experience it's most up to date incarnation and the singularly challenging fun it represented IMHO, over other WZ 2100 skirmish A.I.s.

-- Buginator has gotten Niker's official permission & will make the latest build available next weekend. Buginator has also made sure it will be compatible the Debug binary.

-- It will only be a few more days and you will have your hands on it DarkCheetah..... along with all who enjoy playing Skirmish here abouts. :)

- Cheers, whipper. :cool:

Re: map - memonia9

Posted: 11 Mar 2009, 13:25
by zydonk
Is there any chance that the other mods in that family, KICK and LOD, will be updated for v21?