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Messages - Trappin

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126
Maps, tilesets and scenarios / Re: New map: Spiral Battle!
« on: 1 July 2010, 20:49:04 »
My goodness - just bloody make it public domain. This is a map for a free, semi-obscure, open source RTS game.

CC0 Creative Commons Zero
- public domain. Are you going to force people to get permissions for derivative works and modifications to the original map? Please, be realistic here.

127
Maps, tilesets and scenarios / Re: New map: Spiral Battle!
« on: 30 June 2010, 00:41:21 »
Suggestions:
http://glestmaps.wikia.com/wiki/Glest_Map_Design
turn off fog of war
set full 8 player AI game to ally

Leave the game running for 15/30 minutes and then look at each AI city.

General map design information

Below is a list of guidelines written for users who are new to the Glest map making process.

    * Player and Resource Placement:
          o At least 10 tiles (cells) of gold, stone and wood (trees) at the player starting point locations, and at least one smaller 5 tile(cells) resource area nearby
          o Generic four player maps space player and AI faction starting locations equidistantly
          o Multiplayer maps differ from generic maps and place allies closer together, and those allies may also share gold and stone resource sites.
    * Road and Trail Systems:
          o Roads connect all player start locations
          o Roads should be at least five tiles (cells) wide.
          o Trails and paths connect to roads and usually lead to resource locations. Paths also provide an easy route through dense forests or across large, nondescript, plains and deserts.
          o Trails and paths should be three tiles (cells) wide. Trails through dense forests - with a width of only two tiles(cells) - may trap size3 AI faction units and cause unit stacking and grid-locking.
    * Rivers, lakes and oceans:
    * Map Objects:
          o Place objects where logical. Trees rarely grow in rivers and lakes although a few dead tree objects in a pond can be visually appealing.
          o Statue and gallows objects should be used infrequently. Both look good at trail intersection points and on isolated islands.
          o Bushes look great in forests and along riverbanks - use them often.
          o Small stones look good but use them sparingly and in appropriate locations. IE: player starting locations are an inappropriate stone object placement location
          o Mossy Rocks/Big Rocks need to be surrounded with the pink colored invisible blocking 10-C5 object to prevent units from walking inside the rock model(s)
    * Surface texture types
          o surface 1 is normally light-colored green grass with random flower and weed texture patterns.
          o surface 2 is normally dark-colored green grass with no flower and weed texture patterns.
          o surface 3 is normally brown dirt or tan sand with random pebble and weed texture patterns.
          o surface 4 is normally composed of gray cobblestones, bricks, interlocking stone-tile and rock-gravel texture patterns
          o surface texture 5 is normally undefined and is rarely used on maps.
    * Surface texture uses:
          o surface textures vary greatly between tilesets but in general:
                + surface textures 1 and 2 are used as the primary surface type for meadows, mountains, plains, hills and valleys
                + surface textures 3 and 4 are used for roads, trails, as ocean and lake shorelines and at player starting locations
                + surface texture 5 is normally undefined and is rarely used on maps.

Map making is tedious and boring so don't expect to knock out a map in an hour. Work on a map a few times a week with the ultimate goal of having a completed map ready after 15 days.

    * Is there enough room for building expansion at each of the starting locations?
          o The ultra AI typically constructs at least 12 buildings around the starting point which may lead to unit movement congestion.
    * Resource node location placement?
          o Ensure AI units do not become stuck between buildings and nodes while harvesting in large groups.
          o Placing blocking objects next to resources nodes may lead to unit stacking
    * AI Pathfinding on long routes?
          o Can the AI find the hostile base or group of hostiles? or does it get stuck on a path in a forest or around a lake or river?
    * Is the pathing at least 3 tiles (cells) wide at chokepoints?
          o Entry and exit trails and roads near the player starting points tend to be narrow to accommodate defensive oriented gamers.
    * Trails and roads?
          o Do roads and trails follow the natural geography of the map?
          o Do trails lead to resources or connect to other trails and roads? Please, no dead-end roads and trails.
    * Swamps and flooded regions
          o Proper height settings will trigger water splash animations and particles. This effect is quite pleasing, use it wisely.
    * Topography
          o Roads should be a couple units lower than the rest of the map, and only two units above the water, so that the river heights will look natural at road/water crossing points.
          o Maps with little change in elevation are uninteresting and require increased object placement to balance the flat, visually unappealing, terrain.
    * Game world visual appeal?
          o No one enjoys running around in a barren game world - place lots of objects on the map
          o Fifteen statues or nine stones in one location makes no sense and looks bad.
          o Does the map look good at various locations and from different viewing perspectives?
          o Do placed objects enhance the organic feel of the map?
          o Do the hills, valley's, mountains appear natural?
          o Do Lakes connect with rivers?
          o Apply dirt or sand around bodies of water

128
Mods / Re: Malevolent Rising v1.0 -First release!
« on: 30 June 2010, 00:00:12 »
On a scale of 1-10 would you say the tilesets are at an 8.5 completion rating?

Please include licensing information - people get very touchy about this sort of thing and the sooner we know.. the better.

http://creativecommons.org/choose/

129
Maps, tilesets and scenarios / Re: Glest map: Riptide
« on: 28 June 2010, 08:01:09 »
Alright - you guys wanted more resources: check

Shaved off the shoreline a bit, removed some pink blockers, added a rock cliff and renamed the map.

New download link on the OP.

130
Maps, tilesets and scenarios / Re: new map 4hills8kings
« on: 27 June 2010, 23:31:08 »
I'll stick to making the old 4 player maps and wait until the current round of beta testing is complete.

131
Maps, tilesets and scenarios / Re: new map 4hills8kings
« on: 27 June 2010, 23:18:13 »
Okay, so this is exactly what MP users want? yes or no?

132
Maps, tilesets and scenarios / Re: new map 4hills8kings
« on: 27 June 2010, 23:13:11 »
I'll speak plainly since I know titi wont get mad at me. This map is an example of what the old glest maps looked like - square maps with very few objects and no elevation changes.

I wish we had more people making maps- oh well.

133
Maps, tilesets and scenarios / Re: new map 4hills8kings
« on: 27 June 2010, 23:05:27 »
Is this what MP players want? very small maps with loads of resources? We call this a point-blank shooter :P

134
General discussion / Re: Map size limit?
« on: 27 June 2010, 23:02:18 »
Maps with 5-8 player functionality will crash certain glest clients. I've been testing maps using .gbm and then converting those tested maps to .mgm for the final release. YMMV

Nice map discussion... in the GAE forum ;/

135
Maps, tilesets and scenarios / Re: Glest map: Rip Tide
« on: 23 June 2010, 05:25:20 »
Comments noted - new version will be up by Saturday.

I've played at least 10 games on this map and didn't notice any lag - you guys need to document the lag effects. Is this Internet latency from Glest multiplayer coding or just bad mapping on my part? We really need to know whats going on here. This map is very simple - we have at least 12treex12goldx12stone at each starting location and one river crossing. The map is "X" shaped and the middle of the maps is open and easily traversed by AI units.

Open to suggestions - if someone wants to mod this map and prove that the lag is map based and not a coding problem then please do so.

All of my Gest work is license: CC0 Creative Commons Zero - public domain.

136
Maps, tilesets and scenarios / Glest map: Riptide
« on: 20 June 2010, 22:03:21 »
Map added to http://glestmaps.wikia.com/

Map: Riptide
Author: Trappin
Map Size: Large
Preferred Tileset: Meadow
Map Type: 4 player generic
Resource Allotment: Moderate
Download: http://www.mediafire.com/file/mttq10xncic/Riptide.rar
License: CC0 Creative Commons Zero - public domain
Date: 6/2010


137
Maps, tilesets and scenarios / Re: MegaMap 8 player: beta_r_66
« on: 19 June 2010, 19:52:54 »
revised map on the OP.

If the game starts grinding on the CPU its more than likely that the AI is getting stuck along a wall OR the AI builds a gigantic city and size2 units get trapped between buildings (Tech faction horseman units do this quite often) OR the AI gets stuck harvesting resources.

Screenshot weird AI behavior!

138
okay, working on a new version.

139
I'm more than happy to modify the map but I need more information. Which locations did the AI factions start at? Did you see the AI grid-locked on the map?

140
256x yes.

I have a new 4 player map and its designed on a 256 but the playfield is not much larger than a 145x145. Release is pending some tweaks.

141
Maps, tilesets and scenarios / MegaMap 8 player: Route 66
« on: 18 June 2010, 21:51:37 »
Map added to http://glestmaps.wikia.com/

Map:Route 66
Author: Trappin
Map Size: Gigantic
Preferred Tileset: Meadow
Map Type: .MGM 8 player
Resource Allotment: High
Download: http://www.mediafire.com/file/immdt4yd5tw/route_66.rar
File type: .rar
Date: 6/2010

Additional Notes: Wide travel corridors for large armies.


142
Mods / Re: Factions Download Center
« on: 18 June 2010, 00:32:16 »
Quote
Because the military mod is novelty, the real military is little like the military mod.

Haha, thats funny! You just compared a game to real life! Classic! By this logic all mods should be listed under the novelty category. What criteria did you apply to arrive at this conclusion? How is the Roman faction more "real" than Omega's military mod?  I think you and Eliminator need to be a bit more objective about other peoples work or at least apply the same standards to your own mods.



143
Mods / Re: Factions Download Center
« on: 17 June 2010, 13:56:35 »
Woodsman should be moved from the incomplete category and placed in the stand alone list - its one of Glest's best custom factions. Why is military listed as a novelty mod?

144
Mods / Re: Factions Download Center
« on: 17 June 2010, 01:47:16 »
Nothing good will come from rating other peoples work unless the community establishes specific criteria by which each mod is measured. Rating discussions should be limited to the faction discussion threads.

Elimnator only slightly mischaracterized the progress on the WW1 mod and look at the butthurt that ensued -

Hey! why does it say not much is done!??! (WWI) we have like all the units ready, im just waiting for wyvern to finish the textures!
I just read it too and you got me angry the first release is nearly ready all its missing is the textures, Hypercube we'll add more aircraft and ships in the second release right.

We will see more of this when a mod gets a 5 rating - be careful of what you wish for.


145
Mods / Re: Factions Download Center
« on: 16 June 2010, 16:46:30 »
Artistic differences are subjective and therefore do not qualify as bugs. Complaints targeting modeling, texturing, animation and balance should be addressed on the forum discussion threads.

Edit: and to avoid even the appearance of impropriety? Moderators editing the original post need to specifically note all changes. Thanks.

146
Mods / Re: Factions Download Center
« on: 16 June 2010, 16:28:59 »
This is the best way to archive Glest faction information - Wiki seems nice at first glance but its really just more work with no real advantages. I'd like you to add three new categories: Compilation, Legacy and Novelty

Compilation packs

Legacy is for older, possibly outdated or partially broken, factions and tech tree's. SST, science and Nihilirian to name a few.

Novelty would include unconventional factions such as City and Whimsical and a few others.

EDIT: Do all of these factions and tech tree work with current GAE and MG builds? if not then they need to be flagged and noted.
EDIT2: Please list by alphabetical order or by release date or any other standardized archival method(s).

147
Maps, tilesets and scenarios / Re: Glest: Meadow Tileset
« on: 16 June 2010, 16:11:38 »
The positive feedback is much appreciated, thanks.

148
Forum discussion / Re: kukacs account?
« on: 15 June 2010, 19:59:49 »
In your dreams.

You know what I dream about?

149
Forum discussion / Re: kukacs account?
« on: 15 June 2010, 18:40:03 »
I just added 75 stars to my forum avatar. I am now fleet lord captain officer commander. My post count proves it!




150
MegaGlest / Re: Help me produce sounds for the game :)
« on: 15 June 2010, 18:06:19 »
shayco2, you may want to look at the Dark Magic mod.

https://forum.megaglest.org/index.php?topic=4402.1075


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