Re: tmp's maps
Posted: 26 May 2012, 20:08
10 player this time, and it looks this one is easy to fill up with random players 
scavangers, full bases etc...
scavangers, full bases etc...
Cool, Thanks a lottmp500 wrote:10 player this time, and it looks this one is easy to fill up with random players
scavangers, full bases etc...
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.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
Cool, when will we see 100 player maps?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.
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*too much hills - MRA weapon become OP. because it shoot good from/to hills
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 oils
yes reduced them*too much scavs
that's a matter of taste, shoot them if u don't like them*too much features - this works bad because units stuck often in 3.1 beta
not from meCool, when will we see 100 player maps?
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.
So you're all saying that it is definitely not impossible, I like everyone's spirit.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])
sg1efc wrote:Cool, when will we see 100 player maps?
Never say never, Tmp500.tmp500 wrote:not from me
Well, scavengers used to be hardcoded to player ID 7 ...Anything with 21 players or more would be an issue because artefacts and oil barrels are hard-coded in Warzone to player ID 21
Indeedi guess that's the benefit of being the map maker, you can make them to your liking
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.Merowingg wrote:And speaking of BDCI wonder what you will do when all players will be in BDC
I like the natural look of much of the map its a nice change from flat high oil maps. The scavengers are evil ...thanks tmpMerowingg 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![]()