Iluvalar's maps and mods
Re: Iluvalar's maps and mods
Thanks Iluvalar. 
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! 
Re: Iluvalar's maps and mods
Just wanted to say thanks for BabelCat v2 - been playing this map on single player skirmish recently and it's complete mayhem with a herd of nullbots - great fun!!
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: Iluvalar's maps and mods
Ilu: following our little talk about bridges: since K4 is planar, it is possible to make a map of this topology even without bridges. I made a few attempts to implement this, but failed so far
Maybe you could try? (:
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: Iluvalar's maps and mods
Hello Iluvalar
I like PilV2 very much
I was thinking where I know it from and why I like it so much
and here is my Revolver as the answer 

At the same time you have showed me some new rotating dimension, and I do not even try to explain
Good job Sir
At the same time you have showed me some new rotating dimension, and I do not even try to explain
Good job Sir
“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
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: Iluvalar's maps and mods
Oligarchy
45 oil total
2p = 22 oil per player.
4p = 11 per player.
8p = 5 oil per player.
This map is a design for 4p FFA at the base. But the unique method I used for the frontiers and oil distribution make it perfectly playable with 2,4 or 8 teams. It's like the map is morphing itself to whatever fit the game flow
.
The map have lot of open spaces where speed is the key, but also very small chokepoint around the oils. So they can be defended easily. I also found in test play that this map strongly encourage the players to split his force into small armies which is interesting.
When playing, keep in mind that the different sections are not linked together. You might prefer to stay close to your starting base, but there is no sttong link that prevent you to turle at different section independently and therefore, away from your base.
anatomy of the map
There is 4 sections :
8 starting ourpost (A)
4 corner walls (B)
2 manor's Wings (C)
1 central manor room(s) (D)
Remember that the pressure on each sections will decrease with more teams; Each section offer a very close 1 oil spot, an easily defendable second oil and a 3rd oil that is more hard to turtle completely. So it's up to you to chose how much you will control with walls, and how much you will scavenge with units.
The theorical defendable spots are :
1- A
2- A+B
3- A+B+C
4- A+B+C+D
5- 2C+D (entire manor)
6- 4B + 2C + D (all the castle)
One will notice that, each new step force you to fight someone with the same amount of oil
.
45 oil total
2p = 22 oil per player.
4p = 11 per player.
8p = 5 oil per player.
This map is a design for 4p FFA at the base. But the unique method I used for the frontiers and oil distribution make it perfectly playable with 2,4 or 8 teams. It's like the map is morphing itself to whatever fit the game flow
The map have lot of open spaces where speed is the key, but also very small chokepoint around the oils. So they can be defended easily. I also found in test play that this map strongly encourage the players to split his force into small armies which is interesting.
When playing, keep in mind that the different sections are not linked together. You might prefer to stay close to your starting base, but there is no sttong link that prevent you to turle at different section independently and therefore, away from your base.
anatomy of the map
There is 4 sections :
8 starting ourpost (A)
4 corner walls (B)
2 manor's Wings (C)
1 central manor room(s) (D)
Remember that the pressure on each sections will decrease with more teams; Each section offer a very close 1 oil spot, an easily defendable second oil and a 3rd oil that is more hard to turtle completely. So it's up to you to chose how much you will control with walls, and how much you will scavenge with units.
The theorical defendable spots are :
1- A
2- A+B
3- A+B+C
4- A+B+C+D
5- 2C+D (entire manor)
6- 4B + 2C + D (all the castle)
One will notice that, each new step force you to fight someone with the same amount of oil
- Attachments
-
- 8c-oligarchyV4.wz
- (43.78 KiB) Downloaded 371 times
Heretic 2.3 improver and proud of it.
Re: Iluvalar's maps and mods
Finally my friend finally, I was beginning to worry.
Reminds me NoQ's token ring I thing, still interesting. Out of the blue I am happy to see no stagnation. We still are having the maps procreation
I just couldn't stop myself, the rhyme came out of my dark just like that
Greetings:
Mero
Reminds me NoQ's token ring I thing, still interesting. Out of the blue I am happy to see no stagnation. We still are having the maps procreation
I just couldn't stop myself, the rhyme came out of my dark just like that
Greetings:
Mero
“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
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: Iluvalar's maps and mods
There have been a tidal wave of map makers in this forum for the last few month. I dont see the point to post another map if there is one new each days...
But it seem like we will survive that wave
.
Edit : for people that are interested : NoQ's token ring have 1 occupied ring of 5 tile wide chokepoints. While this one have 2 FREE rings of ~15 tiles wide each + 2 occupied rings of 2 tile wide chokepoint.
I don't know where mero see a resemblance but these 2 are completely completely different...
But it seem like we will survive that wave
Edit : for people that are interested : NoQ's token ring have 1 occupied ring of 5 tile wide chokepoints. While this one have 2 FREE rings of ~15 tiles wide each + 2 occupied rings of 2 tile wide chokepoint.
I don't know where mero see a resemblance but these 2 are completely completely different...
Heretic 2.3 improver and proud of it.
Re: Iluvalar's maps and mods
You could use that radial simplification trick I used in pill and babelcat. To have the sum of the inner rings equal to ... hmm but wait... there is an easy solutionNoQ wrote:Ilu: following our little talk about bridges: since K4 is planar, it is possible to make a map of this topology even without bridges. I made a few attempts to implement this, but failed so farMaybe you could try? (:
Edit: After all, it is not that easy, because the units need to travel the radius on top of the circumference. So you will need a tiny bit of algebra to determine the radius of the inner circle. But this model would make is easy...
- Attachments
-
- How to twist the inner lines in a easy to calculate model using 2PI*r.
- bridgeTrick.png (3.33 KiB) Viewed 7329 times
Heretic 2.3 improver and proud of it.
Re: Iluvalar's maps and mods
No worries about me. And indeed for a moment it seemed that everyon is making a map, sometimes maps, what is sad, as I told before, many faded instantly, the others not so long later on. And then you jumped out of the blueBut it seem like we will survive that wave.
I am sorry to bring resemblance, I hope you do not feel offended, or I did not disvalue your map, it is my own opinion, I saw the resemblance, and it is my mind!
And beutiful picture, have you consider being a strange things painter? kidding.. I think I know what you wanted to achieve.
Anyway Ilu do not scare me, and post either map, or mod from time to time.
Regards
RekamPam
P.S.
Just read backwards
“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
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: Iluvalar's maps and mods
@Iluvalar: I really like 8c-oligarchyV4.wz thanks a lot for your other nice maps to!
"My IRC en multiplay naam is Andrie"
Groete Andrie
Groete Andrie
Re: Iluvalar's maps and mods
Hexed
This map have 6 oil per player very easy to defend, 3 more difficult to control but impossible to steal and 3 more VERY hard to control and still impossible to steal. There is technically 12 oil per player, but if it's played correctly it gonna play like 8 oil per player.
There is 2 new features in this map.
1- The "* perk" which is a serie of "m perk" chained together and folded around the hexagon. The result is a tiny 7x7 zone that fall in the frontier of 5-6 different chokepoints. This make that point the ultimate spot for a defense position EVER. but paradoxaly...
2- The map also feature 1/2 of the oil positioned in some worst ever position. On the tip of the hexagon. They are awfully easy to attack. To the point you might even consider to not even bother trying to build them.
This will cause a unique game play where you have a single stronghold probably invest into walls and defence a lot, but on the other end you will also invest quite a bit into highly mobile units. To take down neighbour's oil all around the map.
Hopefully you will enjoy a very distinctive gameplay in this map.
Trivia : yes, it's called hexed to compete with squared
.
This map have 6 oil per player very easy to defend, 3 more difficult to control but impossible to steal and 3 more VERY hard to control and still impossible to steal. There is technically 12 oil per player, but if it's played correctly it gonna play like 8 oil per player.
There is 2 new features in this map.
1- The "* perk" which is a serie of "m perk" chained together and folded around the hexagon. The result is a tiny 7x7 zone that fall in the frontier of 5-6 different chokepoints. This make that point the ultimate spot for a defense position EVER. but paradoxaly...
2- The map also feature 1/2 of the oil positioned in some worst ever position. On the tip of the hexagon. They are awfully easy to attack. To the point you might even consider to not even bother trying to build them.
This will cause a unique game play where you have a single stronghold probably invest into walls and defence a lot, but on the other end you will also invest quite a bit into highly mobile units. To take down neighbour's oil all around the map.
Hopefully you will enjoy a very distinctive gameplay in this map.
Trivia : yes, it's called hexed to compete with squared
- Attachments
-
- 8c-hexedNRSpV145.wz
- (342.94 KiB) Downloaded 292 times
-
- 8c-hexed.wz
- (53.51 KiB) Downloaded 277 times
Heretic 2.3 improver and proud of it.
Re: Iluvalar's maps and mods
Hello Iluvalar my friend 
All is good, but please could you describe to me what was your aim, or shall i said goal with the placement of the bases 6 and 7?
All is good, but please could you describe to me what was your aim, or shall i said goal with the placement of the bases 6 and 7?
“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
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: Iluvalar's maps and mods
Oh sorry i tought it was obvious... this is a 6 player map. the position 6 and 7 are there to keep compatibility with the stable version of the game. I positionned them so a 4v4 game should not be too much a bad experience
.
Heretic 2.3 improver and proud of it.
Re: Iluvalar's maps and mods
Thanx
“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
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero



