Iluvalar's maps and mods

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Merowingg
Regular
Regular
Posts: 2468
Joined: 15 Nov 2009, 13:05
Location: Poland

Re: Iluvalar's maps and mods

Post by Merowingg »

Picture Sir Picture! :)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
User avatar
Merowingg
Regular
Regular
Posts: 2468
Joined: 15 Nov 2009, 13:05
Location: Poland

Re: Iluvalar's maps and mods

Post by Merowingg »

Ok I am sorry somehow it didnt appear when first looking was made :)

For my defend I will say I like its shape :)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
b1m2n3
Greenhorn
Posts: 10
Joined: 06 Jan 2010, 21:58

Re: Iluvalar's maps and mods

Post by b1m2n3 »

Mount of Suspicion and 8-Origami look interesting, but I could not find them in the skydrive link.
Where can they be downloaded?
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Iluvalar's maps and mods

Post by Iluvalar »

oops sorry about that, I took the bad habit to announce and not upload the files.
Heretic 2.3 improver and proud of it.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Iluvalar's maps and mods

Post by Iluvalar »

All right guys. This is my first high oil map.

It's a 33.75 oil per player. 24 in your base, 6 per player(x4) in the middle of the "team" bases and 7.5(x4) more for you if you reach the middle.

This map is intended to beat NTW2. Nothing else ! Here some features that this map possess and that make it superior :
*Possibility to play in 4 teams as the flow and oil distribution is planned for that. Eventually 4 players, but there will be a bit too much oil.
*Well defined choke points, that favour the defenders just enough.
*Some oil in the middle to fight for it. And for eventually brake stalled games. But still not enough to spam the defenders. Just enough.
Attachments
wz2100-20120225_123716-main.png
8c-Hourglass.wz
(54.3 KiB) Downloaded 346 times
Heretic 2.3 improver and proud of it.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Iluvalar's maps and mods

Post by Iluvalar »

Babel's catacombs

14 oil per player. Symmetric.
40 second truck time between frontier (this is close)
5 full rings.
full bases + gateways.

This map have some unique and interesting feature.

First of all there is that 3rd ring around which most of the action will happen. That ring is the shortest between player and is a straight line between all the players. That ring have no oil on it. Therefore there is really low incitations at moving the frontier forward and defend that spot. Instead it is recommended to reinforce the defense on the very front of your base. That make that spot a static gateway that you will defend all the game long.

That situation also make the 2nd ring totally free from the 4rth ring (where your base is situated). As a interesting result, the territory of a player could be disjointed between the inner and outer ring without increasing the number of frontiers. I represented it by building a part of the advanced base on the other side of the map.

next, the 2nd and 4rth ring are the longest in the map while the ring 1, 3 and 5 are shorter. As a result they create a resistance for the armies to switch from one ring to another. This make as I said, the most action happen on the 3 ring, because players could hardly accept to move their units away from the base for very long. Once on the ring 1 or 5 however, since the density of oil is higher there, one will try to stay as much as possible on them and the same resistance will apply again.

Despite that, you can take 2 more oil per frontier on the ring 1 and 5 while the other gives only 1 per frontier. It will represent less efforts than to push on the main bases for only 6 more oil. As a result, the dominating players will slowly flow on those rings and spread themselves on more and more risk. Encountering new enemies quickly.

Have fun !
Attachments
wz2100-20120404_155708-main.jpg
8c-BabelCatV2.wz
Standard map
(58.77 KiB) Downloaded 363 times
8c-BabelCatV2_NRSpV108.wz
Map mod with the latest NRS mod
(372 KiB) Downloaded 329 times
Heretic 2.3 improver and proud of it.
sg1efc
Trained
Trained
Posts: 376
Joined: 30 Dec 2009, 03:14

Re: Iluvalar's maps and mods

Post by sg1efc »

Cool, Thank you. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Iluvalar's maps and mods

Post by aubergine »

The babel map is awesome! Great work!
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Iluvalar's maps and mods

Post by Iluvalar »

Mayan Garden
This formation was long time believed to be used for agriculture for Mayans living in that moutain, but recent discovery tend to prove that it was also used as a solar calendar and even for weather prediction...

This is my first duel map. NoQ begged me yesterday to make a "perfect" duel map. So i made it :3 .

25 oil : 9 per player + 4 in middle + 3 for hover.
scavengers and full bases.

As always, the final result is the consequence of a very carefully studied oil distribution and flow of units. A player could defend the oil in the middle on a line and diverge the flow and battle on the higher line easily. I believe every tactic could be used in that map.
Attachments
An ancient water canalization on some stairs of mayan temple . made of gravel, concrete and cliffs. WOW :o. 2 oils are only accessible by hover
An ancient water canalization on some stairs of mayan temple . made of gravel, concrete and cliffs. WOW :o. 2 oils are only accessible by hover
Some plain greyish ramp with some weird water... I dont know why i cant build those derricks. -.-'
Some plain greyish ramp with some weird water... I dont know why i cant build those derricks. -.-'
wz2100-20120413_160645-main.png
wz2100-20120413_160645-main.png (7.85 KiB) Viewed 6484 times
Last edited by Iluvalar on 10 May 2012, 03:22, edited 1 time in total.
Heretic 2.3 improver and proud of it.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Iluvalar's maps and mods

Post by Iluvalar »

Anarchy
A map that refuse the common rules.

This is above all a duel map. It is fully asymmetrical. The main zone have 32 oil, 28 on the north map, and 10 for the isolated pos 5.

Most settings will require a special rule : Not crossing to another map with transport.

Settings
duel : pos 0 v pos 1 (Main map)
Both opponents start in an hardly defensible, poorly oiled base. the temptation to migrate to pos 2 or 3 will be strong. The players will fight either for the ultimate position 4, either will go straight ahead to cut the snake's head.

duel : pos 1 v pos 2 (Classic alternative)
You can start with a more defensible base on each side, and make this map more classic.

duel : pos 6 v pos 7 (Bonus map)
position 5,6 and 7 were intended to be spectator spot for the main map. However, I linked pos 6 and 7 and oiled the map accordingly, so you have that mini game if you want to try it. It's functional.

2v2 : 0+2 vs 1+3 (main option)
Use the side by side map close to what it was planned for to make it a low oil team game.

3way 0V1V4
Sit a 3rd player or a computer or the top position

unbalanced challenge : 0+1 v 4
The top player defend his base against both players. This might be an hard one, but should still be playable if the skills are uneven.

The outside help (pos 5 come in play)
Give position 4 (easy) 3(medium) or 1(hard) to a player who is in team with position 5. fill the other main positions with enemy players in team. More rule : The player 5 must abdicate if his protected player lose. The player 5 have enough oil to research for both, observe the battle and coach his mate.

Vtol team war: 0-4 vs 5-7
The great Anarchy : odd vs even.

Technical secret
The sudden explosion of possibilities, where we were once limited to so few options before, is due to my discovery about height defensive advantage. There must be small many tile long choke points with the defensive side being able to build on both side. And enough oil to make the attacking full scale player have too much units and fill the choke point. If all those conditions are met, the defensive player will have the mass effect on his side. Allowing him to defend less oil effectively and still be able to hold the enemy longer.

Here, the position 2,3 and 4 have all a 3 frontiers layout (but not simultaneously) were they can defend, in theory, against all the remaining of the map oils.
Attachments
8c-Anarchy.wz
(34.33 KiB) Downloaded 340 times
wz2100-20120430_102142-main.jpg
Last edited by Iluvalar on 30 Apr 2012, 18:13, edited 1 time in total.
Heretic 2.3 improver and proud of it.
sg1efc
Trained
Trained
Posts: 376
Joined: 30 Dec 2009, 03:14

Re: Iluvalar's maps and mods

Post by sg1efc »

Thank you Iluvalar for this new map. :)

Hmm, I do not see a download link, am I missing it? :(
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Iluvalar's maps and mods

Post by Iluvalar »

lol i knew I missed something XD
Heretic 2.3 improver and proud of it.
sg1efc
Trained
Trained
Posts: 376
Joined: 30 Dec 2009, 03:14

Re: Iluvalar's maps and mods

Post by sg1efc »

Iluvalar wrote:lol i knew I missed something XD

Thanks again! :) :wink:
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)
User avatar
Merowingg
Regular
Regular
Posts: 2468
Joined: 15 Nov 2009, 13:05
Location: Poland

Re: Iluvalar's maps and mods

Post by Merowingg »

Iluvalar :)

Great work man :)

Was Hourglass inspired by a view of a woman? :) :hmm: ;)

And I am really happy to see a not asymmetrical map by you :)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Iluvalar's maps and mods

Post by Iluvalar »

PillV2

This "mini" map, have the same setting than babelCat in term of rings. It drags players attention toward the inner and outer ring so much that we come to forget about the 30 seconds base proximity.

This is technically a 7 oil per player, the paths are only 4 tile wide, so it look pretty crowded despite the low power. It is suited for all kind of games. FFA, teams, 2v2v2v2. The power is definitively low enough and the oil close enough to allow to remove players and play 2v2 or maybe even 1v1 in it.

The V2 have a new cliff in the back to avoid backstab from behind.
Attachments
8c-PillV2.wz
(20.68 KiB) Downloaded 303 times
8c-Pill_NRSpV119.wz
NRS mod only work on 2.3
(310.09 KiB) Downloaded 284 times
wz2100-20120511_072741-main.png
Heretic 2.3 improver and proud of it.
Post Reply