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Re: Iluvalar's maps and mods

Posted: 24 Feb 2011, 05:16
by Iluvalar
http://cid-9506c397de59c968.office.live ... ic/warzone

Ok here is the new link.

It also include a new map named sunisle. For some reason it's not really what i wanted to do as map, and as I have already the next idea, i think this one will stay unfinished like that. But it still really enjoyable even if the texture is not done.

Image

Re: Iluvalar's maps

Posted: 04 Mar 2011, 20:49
by Iluvalar
Iluvalar wrote:Link Removed. No map/mods for the time being, sorry. - Mysteryem
This is still experimental and it's highly artisanal. But i believe you will ear about this trick in the next days.
Ok so... Today somebody managed to reverse engineer my "mod pack" technic in a map named 8c-ColosseumWZMV9.wz. Not bad, It will not brake every thing, but not good either : It WILL break compatibility with my map pack 8c-X-T1-8splitV2.wz. To be exact, you will play the mod of the last downloaded map and, of course, the game will crash if it's not the same order for everybody and you try to play one of those two.

Please !! take in note that 8c-X-T1-8splitV2.wz was a demo/test and it will fail badly if other people try to copy the same exact technic. I don't really know what to do with that for now, obviously even if i don't give the trick, and build some convention for mapmodders, there will still be a lot of bad experiments with that. I'm about to make a new map this weekend. I think i'll work on a new modpacking technic that will be sufficiently robust for "bad experiments".

Re: Iluvalar's maps and mods

Posted: 06 Mar 2011, 21:06
by Iluvalar
Ok... you will feel like christmas today because I four different posts to send with quite a big amount of material in it... you will see ;) .

First thing first, that guy fixed the compatibility issue with my map. 8c-ColosseumWZMV11.wz doesn't break compatibility with my ancient maps... so please if you have a copy of that old "8c-ColosseumWZMV9.wz" delete it and all will be fixed.

Re: Iluvalar's maps and mods

Posted: 06 Mar 2011, 21:10
by Iluvalar
Here is a map called "detour" it's the answer for sunisle that's was too small for what I really wanted:

Image

Well I guess it name is good because I quickly realised that this map would be too big. I guess peoples that like big map will enjoy this one.

Re: Iluvalar's maps and mods

Posted: 06 Mar 2011, 21:24
by Iluvalar
So I returned to my designing table and finaly after some more experiences i came with that jewel called "impact" :

Image

You will reconize detour but with less detour lol. This map is what i wanted to do, from the design of 8split... until that release.


it's a 11 oil/p .

As 8split, the path between every bases is different but the middle act as a whole new 5th ring. the middle is there, it contain 4 oil but, confusingly, it's the closest path to NOTHING ^^. The surrounding of the map act like a fighting ground, and the middle as a maze. I really hope you will like this map.

Re: Iluvalar's maps and mods

Posted: 06 Mar 2011, 22:04
by Iluvalar
Finally, you will find along with those maps at this link : http://cid-9506c397de59c968.office.live ... ic/warzone

Five... yes FIVE new mods.

*Hipower (T1H) 2x power level
*lowpower (T1L) %2 power level
*research-3-1 (TAM) the research cost is 3x and slightly more exponential (ideal to give a 1vs1 feel to a team battle)
*research-1-2 (TBM) the research is seriously exponential.
*opn (opn) turn the commander relay building into a satellite uplink. Can also serve as an observer mod i guess...

don't forget to try
*Minix3 (mx3) distance relevant stats are divided by 3 which turn even the smallest map in a big battleground.

Re: Iluvalar's maps and mods

Posted: 13 Mar 2011, 00:15
by Iluvalar
Image

Here is impactV2 !!

Dont expect huge gameplay change... we like that map the way it is :3

Changes :
1) The passable portion of the map is now in sand and yellow (don't ask what is yellow ^^). That way it's totally clear were you can go.
2) I changed cliff into water in the straight path to the middle. This will gives hovers the little boost they need.
3) There is a 1 square wide ring of water on the 4th path around the middle. That way hover see it as a 3 square wide path and it is practicable.
4) I dug litte hole in the 4th path. that way oils there don't get in the already narrow passage.
5) I removed 2 oil/p ... in the first and 2nd path. I think it will equilibrate even more the differents paths
6) The "high" ground is lower then ever... I saw a mg bunker firing over it XD . That might be a bit unrealistic, but i think it will be very interesting for higher range weapons.
7) Oh yeah ! there is now full bases
8) There is no more the 4 oils in the corner, i figured that all those high ground around procure enough oil drums like that.

Known bugs :
it's huglier then before i'm affraid. splitting "high" ground and passages cutted in half the textures avalaible for each. Also, I'm affraid, I had -really really had- to put water beside cliffs. That create graphical glitches. I"m sorry, i'm one of those who prefer maximum gameplay experience to aesthetic.

Besides that I think V2 make V1 obsolete you can delete the first version.

Re: Iluvalar's maps and mods

Posted: 13 Mar 2011, 00:35
by Iluvalar
Iluvalar wrote: *research-1-2 (TBM) the research is seriously exponential.
That was a lie... that was a big lie... when i tried the map from beginning to end i realised that the effect was barelly observable. Peoples where even asking if we played a mod :shock: :stressed: :augh: !

So... to answer to that problem there is :
*research-D2-7 (TCM) this one will truely be seriously exponential. rofl.

And now a big new one :
*Cge-2 (Cge) That mod multiply every HP by 2. All your units all your structures will last twice as much.

Cge really change the feel of the game, you'll get more time and more occasion to control your units. Give it a try !!

I'm curious about balance of this one. Longer range weapons will do a smaller fraction of damage on approach so they will be weaker, but on the other hand, units will tend to amass twice as much and bigger battlefield will mean that shorter range weapon won't be able to focus as much on a single target. So i think range will be used but for other reason. Give me feedback on this one.

Re: Iluvalar's maps and mods

Posted: 02 Apr 2011, 01:37
by Iluvalar
Here is 3 new mods. Do not understimate them. It's not because I give 3 of them in a row that it's because they dont really deserve a whole topic.

*ITW (iluvalar team war) will turn every 8 oil/p map into a real NTW 40 oil/p. but instead of simply multiplying power (which cause bugs) i reduced the price of everything. That mean that you can actually go over the 40 oil/p feel. And you can even make your game lag as hell if you try that in a 40 oil/p map. lol.

*Maxix2 (Ma2) distance relevant stats are Mutliplied by 3 which turn a 256*256 map into a 128*128. ideal for those map that look great but are unfortunatly too big.

*CTT (cooler tech tree ^^) this is a brand new tech tree you start as T0 and go over T3 (with some new stuff inside). Read further this topic : viewtopic.php?f=5&t=7688

Re: Iluvalar's maps and mods

Posted: 02 Apr 2011, 01:44
by Iluvalar
X-T1-8splitV3 is out.

There is absolutely no change in the map. But it will not bug with old 8c-ColosseumWZMV9.wz.
I recommend for people that loved TAL at high power to opt for TAM at low instead.

As always, you'll find everything relevant that i've done here :
http://cid-9506c397de59c968.office.live ... ic/warzone

Re: Iluvalar's maps and mods

Posted: 13 Apr 2011, 19:14
by sg1efc
Great maps, Thank you. :-)

Re: Iluvalar's maps and mods

Posted: 23 Jul 2011, 23:12
by Iluvalar
This one is called Citadel.

7 oil/p

Easy to defend bases but unsatisfactory in term of oils, you need to expand. The paths are large enough to permit spamming but small enough to permit turtling. The oils get denser as you close the center of the map... and the action get denser too. This map should give good result with different tactics. Have fun !

Re: Iluvalar's maps and mods

Posted: 28 Jul 2011, 05:00
by sg1efc
Iluvalar wrote:This one is called Citadel.

Have fun !
Awesome, Thanks a lot! :)

Re: Iluvalar's maps and mods

Posted: 15 Dec 2011, 07:58
by Iluvalar
Mount of Suspicion
New 8p map conceived with extra care. As you know my maps have usually big maths behind XD . But this time I made it looking a lot more natural. Thx to NoQ and his speed mapping extra accelerated courses.

10 oil per players. 5 oil in your base. 1 between the exlusive path with a neighbor, 2 just after that path, than 3 along the way to the middle and finally 8 in the center.

It feature an impressive amount of chokepoints and extra care in the calculation of the oil layout to make sure turling is credible on any of them. making different frontiers growth and regress in different era of your empire. But watch your fronteir carefully ! one breach and you can lose everything !

The map is at the same time suitable for FFA and show many different and enjoyable team settings. East-West for 4 paths situation. North-south for 3 paths situation or diagonaly where inside and outside the base become unclear... Team of 2 with 2 or 3 frontiers as well.

Have fun !

Re: Iluvalar's maps and mods

Posted: 23 Jan 2012, 21:31
by Iluvalar
8-Origami

8,5 oil per players
90 seconds truck rush to closest opponent, followed by 110 seconds for the seconds.

Despite the map is officialy 139x139, it is more a fully 180x180 map folded on itself in the most careful way. Hence the name of the map "origami". You will see that you lost nothing, the paths are wides, the map even actually look spacious some how :shock: .

Another feature of that map is the multiple path to reach multiple opponent. I really believe that's one of the secret to make epic maps.

More important than all, I have a page full of handwritten weird equation like "A*2.5/2=m/8" and an extra excel sheet that certify that I placed the oil in that map with the most attentive care.

There is advantageous ways to turtle on 1,2,3,4,5,6 or even 7 frontiers. Each of each possibilities should give you enough power to hold easily your frontiers against the remaining of the world (as long as it doesn't concentrate on you). And still give room to other players to reach each others from at least one path. Good players, should ideally have their choke points defended well as the war will slowly drift to the center of the map.

The victory will be given not to the players that made the best surprise attack, but to the one that pulled the best overall strategy, the best design, the best research path.

Note:
The map is not totally symmetrical on purpose. The even numbers will have a slight advantage at defense. As they are a bit closer to the 4 oil patch in the 2nd ring. However, the odd numbers, will have their 2 first oil in a less busy area, i bet they can find quick expansion plans if they use the aggressive card at the good moment.

Have fun in the folded map !