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Re: tmp's maps

Posted: 26 May 2012, 20:08
by tmp500
10 player this time, and it looks this one is easy to fill up with random players :twisted:
scavangers, full bases etc...
10c-moisture.wz
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Screen000.jpg

Re: tmp's maps

Posted: 26 May 2012, 20:27
by Reg312
@tmp i really like your maps, but i think it can be a bit improved :)
*too much hills - MRA weapon become OP. because it shoot good from/to hills
*too much oils
*too much scavs
*too much features - this works bad because units stuck often in 3.1 beta
:)

Re: tmp's maps

Posted: 26 May 2012, 21:33
by sg1efc
tmp500 wrote:10 player this time, and it looks this one is easy to fill up with random players :twisted:
scavangers, full bases etc...
Cool, Thanks a lot :)

Re: tmp's maps

Posted: 26 May 2012, 21:56
by Shadow Wolf TJC
Between you, Duda, and others, we're starting to see more of those 3, 5, 6, 7, 9, and 10 player maps pop up that are just begging to be packaged into future versions of Warzone 2100. I'd personally love to check them all out once I have some free time. :D

Re: tmp's maps

Posted: 26 May 2012, 23:19
by JDW
Shadow Wolf TJC wrote:Between you, Duda, and others, we're starting to see more of those 3, 5, 6, 7, 9, and 10 player maps
That's team BDC for you. Some of them got together and decided to make maps to fill these nearly empty categories for 3.1 . Alphacinha is also involved. And soon we may even see some maps from Overlord.

Re: tmp's maps

Posted: 27 May 2012, 00:02
by sg1efc
JDW wrote:That's team BDC for you. Some of them got together and decided to make maps to fill these nearly empty categories for 3.1 . Alphacinha is also involved. And soon we may even see some maps from Overlord.
Cool, when will we see 100 player maps? :)

Re: tmp's maps

Posted: 27 May 2012, 00:03
by aubergine
Anything with 21 players or more would be an issue because artefacts and oil barrels are hard-coded in Warzone to player ID 21. Changing that would likely require lots of updates to maps, campaigns, mods, etc. Also, features are hard-coded to player 99 so similar issues there.

Re: tmp's maps

Posted: 27 May 2012, 00:51
by Mysteryem
Well, the current maximum is 10 players (10 ai/player and 1 scavenger), though if you modify the map's files manually, you can make it so that the scavengers are a human controlled player, and can make it an 11 player map. But, you begin running into problems with the UI, since there's no 11 player maps page, and the list of players/ai becomes rather squished into the UI. I'll tell you now that the game will just crash at 12 or more players currently. And you get the option to play as the white team when there are 11 players. :)

Re: tmp's maps

Posted: 27 May 2012, 01:06
by cybersphinx
Increasing MAX_PLAYERS in the source you can use 14 players, that's the highest player number the map selector gui can handle.
(from some experimenting in [ticket]2972[/ticket])

Re: tmp's maps

Posted: 27 May 2012, 03:20
by tmp500
first of all thanks for the feedback
*too much hills - MRA weapon become OP. because it shoot good from/to hills
i guess that's the benefit of being the map maker, you can make them to your liking. im am more annoyed by the narror passages that creep into my maps cause of the flamers, i do like high and low areas. in terms of suitable weapons for maps, there will always be weapons that work better on certain maps then others. the over powered weapons flamers, mra etc will hopefully be fixed in beta 11 with noqs balance mod :roll:
*too much oils
reduced it a bit, but prefer a certain density related to the map size. don't want to travel half the map to catch one lonesome derrick. but i will keep it in mind + ill reduce the derrick count further if i see fit in the next games
*too much scavs
yes reduced them
*too much features - this works bad because units stuck often in 3.1 beta
that's a matter of taste, shoot them if u don't like them :...: they prevent big hordes of units rushing in / or at least slows them down. so no blind clicking into the other corner of the minimap - besides.... they make the map nice and i would not want bergs and the other guys work go to waste :P
Cool, when will we see 100 player maps?
not from me :P

Re: tmp's maps

Posted: 27 May 2012, 04:30
by sg1efc
aubergine wrote:Anything with 21 players or more would be an issue because artefacts and oil barrels are hard-coded in Warzone to player ID 21. Changing that would likely require lots of updates to maps, campaigns, mods, etc. Also, features are hard-coded to player 99 so similar issues there.
Mysteryem wrote:Well, the current maximum is 10 players (10 ai/player and 1 scavenger), though if you modify the map's files manually, you can make it so that the scavengers are a human controlled player, and can make it an 11 player map. But, you begin running into problems with the UI, since there's no 11 player maps page, and the list of players/ai becomes rather squished into the UI. I'll tell you now that the game will just crash at 12 or more players currently. And you get the option to play as the white team when there are 11 players. :)
cybersphinx wrote:Increasing MAX_PLAYERS in the source you can use 14 players, that's the highest player number the map selector gui can handle.
(from some experimenting in [ticket]2972[/ticket])
So you're all saying that it is definitely not impossible, I like everyone's spirit. :) Adding more players to eventually get up to 100 or 1,000 will just take some additional time huh? :wink: How about a goal of one new extra player per week? Eventually WZ2100 will have more players than WoW. :)
sg1efc wrote:Cool, when will we see 100 player maps?
tmp500 wrote:not from me :P
Never say never, Tmp500. :wink:

Thanks a lot for all of your hard work everyone! 8)

Re: tmp's maps

Posted: 27 May 2012, 05:47
by NoQ
Anything with 21 players or more would be an issue because artefacts and oil barrels are hard-coded in Warzone to player ID 21
Well, scavengers used to be hardcoded to player ID 7 ...

Re: tmp's maps

Posted: 27 May 2012, 05:56
by Merowingg
i guess that's the benefit of being the map maker, you can make them to your liking
Indeed :) I think I have been following it many times, or as some would say too many times :)

Moisture is really good :) you have even inspired me with something :)

If I am to see beyond.. I will say that the left right, and then top bottom rotation is a little too clearly visible here.. the area where top and bottom serves well its lets say valley path purpose, but I think adding at least two hills, or some hills with no cliff tiles, not so high I mean, would erase this clearly lookink joint place, whis seems unnatural for me at least :lecture:

Look also at details, those the smaller ones, the tiles, at the places where you have joined the four pieces, the tiles are mirrored in clear way. It would be nice to mix them with a brush.

I would also allow bases at ports to have access to the water :) but it is only my "liking" :)

It is important that you know too many features, as you were told is not good too, there is something disturbing at such situation, if not intended to show something. Also this stuck unit thing occur then.

And speaking of BDC :) I wonder what you will do when all players will be in BDC :)

The problem of 999 maps is also the simplest in its nature that.. the 250x250 are begining to be too small for them.. so soon a bigger possibility may become vital for your 999 headings.

I als recommend this 3.1 passion (which made making maps even simpler as whatever you do it will look nice) not to forget about our roots. There were beginnings here, and it is good to know our (Warzone2100) history. If one ask what I mean by it I mean everything :lecture:

To sum up, very nice work, you seem to evolve very fast :)

Re: tmp's maps

Posted: 27 May 2012, 07:31
by JDW
Merowingg wrote:And speaking of BDC :) I wonder what you will do when all players will be in BDC :)
Then we have BDC vs BDC games which, in my personal opinion, are the most fun for me when a lot of us are online.

But coming back to the original topic, nice work tmp500 on your maps. Keep it up.

Re: tmp's maps

Posted: 27 May 2012, 10:15
by Berg
Merowingg wrote:If I am to see beyond.. I will say that the left right, and then top bottom rotation is a little too clearly visible here.. the area where top and bottom serves well its lets say valley path purpose, but I think adding at least two hills, or some hills with no cliff tiles, not so high I mean, would erase this clearly lookink joint place, whis seems unnatural for me at least :lecture:
I like the natural look of much of the map its a nice change from flat high oil maps.
wz2100-20120527_175635-moisture_v1-T1.jpg
The scavengers are evil ...thanks tmp :lecture: :lecture: :lecture: :lecture: :lecture: :lecture: :lecture: :lecture: :lecture: