MegaGlest Forum

Modding and game content creation => Maps, tilesets and scenarios => Topic started by: Idanwin on 6 February 2009, 02:00:07

Title: New map: Four Castles
Post by: Idanwin on 6 February 2009, 02:00:07
This map includes unwalkable cliffs, thanks to titi, who posted the idea. (https://forum.megaglest.org/index.php?topic=4103.msg22202#msg22202)
The AI hasn't had any problems ... yet.
The walkable slopes are a bit steep.

WARNING: DO NOT PLAY WITH "TROPICAL" TILESET

Four Castles (http://www.mediafire.com/?jhzxm3myozs)

(http://i321.photobucket.com/albums/nn365/Idanwin/screen42.png)
(http://i321.photobucket.com/albums/nn365/Idanwin/screen45-1.png)
(http://)
Title: Re: New map: Four Castles
Post by: titi on 6 February 2009, 10:42:30
 ;)
So you did it too :).  ( https://forum.megaglest.org/index.php?topic=4103.msg22202#msg22202 )
The next megapack will include usable custom objects 4 for exactly these cliffs!!
So you still have stone / roads available.

Is it playable with glest 3.1.2 too?
The camera position was very near to the ground  with glest 3.1.2.
Which height factor did you use for the map?
Title: Re: New map: Four Castles
Post by: Idanwin on 6 February 2009, 10:52:42
Height factor 2.
With height factor 1 you started underground.
I play it with GAE (you can move camera freely, and zoom out (and in)).
When playing with normal glest you can't see enough.

Isn't it custom object 5?
Yeah, I stole your idea, sorry.
Title: Re: New map: Four Castles
Post by: titi on 6 February 2009, 11:04:32
nono, there is really no need to say sorry. In fact, all of us gave a bit to realize this idea.

- Trappin asked for snowy hills
- I thought about it and made a first demo
- you finally did it :)
Title: Re: New map: Four Castles
Post by: wciow on 6 February 2009, 13:58:35
Very nice work Idanwin  :o 

I'm curious as to how you managed to get the textures to not look stretched  ???

I tried to do this by using actual models as cliffs but it failed. There was no way to orientate the cliffs and lots of z-fighting. 

I'll fix up the tropical tileset because I think this will be a popular map!!
Title: Re: New map: Four Castles
Post by: Omega on 8 February 2009, 10:47:22
Great!!!
I like it. Should have thought of it myself...
I'm VERY glad to see that you posted a picture. Hopefully this will inspire others to do so as well.

PS: Took me a moment to find the download link, before I accidently hovered over the text and discovered it! ;D
Title: Re: New map: Four Castles
Post by: modman on 9 February 2009, 02:44:55
I don't want to go OT, but this would be a prime example of a good use of my special object ideas (If you want to read it (https://forum.megaglest.org/index.php?topic=4049.msg21705#msg21705)).  All that it would be is exactly the same map except some excitement in the center.  The special objects help make it exciting, because I plan for them to be both manually placed and randomly placed.  Then it's always exciting to play, even if you've played it a million times before.