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Messages - Trappin

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201
MegaGlest / Re: megaglest (beta version with 8 teams!! )
« on: 1 March 2010, 08:02:11 »
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titi: Maps wanted-
I still have no fun and good 8 player map, maybe someone can create something like that?
Best would be a 4 vs 4 map where the first 4 slots play versus the last 4 slots.

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Silnarm: I will test your changes out tonight zombiepirate, if it doesn't crash on me I'll merge in titi's changes and get some binaries together for people to play with.

Are we waiting for the merged megaglest map editor / zombiepirate map editor package release? Is there a new windows compatible megaglest map editor available for download?

15 pages of megaglest beta testing comments and a new map editor project in a thread labeled "I'd like to help out". titi, please start a new map editor thread on the map forum - the information concerning two separate map editor project builds is scattered, incomplete and confusing.

Megaglest

Are you adding new features OR working towards a stable, finished product? Will the first stage of this project to be done in a few more weeks? couple months?

Thanks.


202
The AI Norseman ally is expanding - building a new castle and two other buildings (one was destroyed) next to the resource harvesting location.

203
Rushing is an RTS term for early-game player/AI attacks.



Northwest player1 ally start location: battle on the western approach to the earthen bridge. Tech enemy catapult just destroyed AI ally building.

204
I had to make another "HQ" near the gold though.

You moved the headquarters closer to the gold resource harvest location? You did this to get an advantage over the AI players and thus tech and expand more quickly, right? ( thats fine, just making sure)

Note: I did place the resources and HQ a good distance from each other and yes, its bloody hard to ramp up the economy - especially when the AI is rushing.

megaglest build 3.2.3

Here's how I setup the map.

player1: AI set to mega and allied with me - Norsemen
player2: AI set to ultra and allied to AI 4 - Indian
player3: Me - Magic
player4: AI set to ultra and allied to AI 2 - Tech or Egypt ( the Egyptian aoe units are brutal on this map)

Tech as fast as possible, immediately send a worker to ally base and build a HQ in a corner at their camp ( produce golems/tower of souls and battlemage for ally camp defense. Build a mage tower - Archmage units can wipe out/devastate enemy units in the hallways and on the bridge entries and exits. Hope!

RTS is a great game format but I really kinda suck at it. If I can win, so can you!

205
I can't help with the megaglest beta build.

Here's what I need to know:

Are units getting stuck? If yes, from which player starting point?

Does the map look good? Not looking at the screenshot! (arg!) we don't play glest/GAE at maxcameradistance!

With this in mind - do the earthen bridges look nice? what about the sloping paths near water? Are the hills ok? what about the new path from player start location1?

If the in-game map features look like crap - then tell me. Don't be afraid to make negative comments.

206
Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/redo_grand_canyon.jpg[/img]

207
Maps, tilesets and scenarios / Glestmaps: Elbe Canal - March 2010
« on: 28 February 2010, 21:13:22 »
Original map design canyon.gbm by Mictes.

http://glestmaps.wikia.com/



.


  • Additional Notes: Air units fly through some tree and large rock graphics due to the nature of the tileset.



208
General discussion / Re: Engineering the GAE Website
« on: 28 February 2010, 18:07:31 »
Seriously?

Use the color elements and theme of the Glest.org home page and incorporate them on the Glest.wiki main page. Tiling custom formatted background textures, new art and proper wiki coding.

Sandbox wikia is a good place to start.

209
General discussion / Re: I'd like to help out
« on: 28 February 2010, 08:54:45 »
Omega's map editing chart - thanks Omega! heh.


We need the surface5-custom map editor color changed. The surface5 - custom color, when applied to the map, obscures Object 1 - tree.



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My algorithm right now is more meant for large brushes and large changes to terrain.

Maybe add a stylus selection for the new/old brush on the map editor toolbar menu? Colored fonts would be nice or add a color swatch to the drop-down list.

wish list:



Map editor to tileset XML associations. Select a tileset via the map editor menu bar and the map editor will display tileset-specific surfaces and objects on the radio button list(s). Note: slightly fudged the image - tilesets would be selected on the menu bar THEN the mapper would go to the "Brush" radio selection tab for the object list.

Water leveling brush - automatically sets the terrain to below the walkable threshold and, at the same time, colors the affected surface terrain. WISH GRANTED! heh.

EDIT: Playing with the pirate map editor. Right-click undo would be a nice feature.

210
Mods / Re: barbarian faction
« on: 27 February 2010, 03:32:06 »
I'm making a barbarian faction please give me Ideas  :)

here are some units I made so far.

1 axe thrower
2 swordman
3 spearman
4 fortress
5 farm
6 house
7 stickfighter (can morph into torch man)
8 bonfire
9 rock thrower
10 boar (food)
11 hunting tent

Mongol Barbarian?

Mongol warrior and spirit standard/banner

Some friendly... .. . Mongol workers.

The above photos appear to be from Burning Man - so the costumes are probably a combination of Western rummage stores and Eastern souvenir shopped hats and tunics.

Ancient  monolith

Mongol Hut = Yurt  

Robert E. Howard fan websites may have lots of cool original art too.


211
Maps, tilesets and scenarios / Re: 3 new maps
« on: 27 February 2010, 02:34:51 »
The Glest AI pathfinder dislikes "cup" shaped object placements. Units will pour into the cup and then gridlock at the bottom.

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/coldmountain.jpg[/img]

212
Mods / Re: New project please
« on: 26 February 2010, 06:40:33 »
I intend to start working on an underwater tileset called Atlantis and then maybe move on to a full blown underwater faction.

An Aussie (not tropical) or Serengeti tileset would be a nice addition.

http://florabase.calm.wa.gov.au/
http://www.serengeti.org/


213
Mods / Re: New project please
« on: 24 February 2010, 23:42:21 »
wciow - the links you provide for the Swamp tileset show no files in the shared download folder.

What happened to Ice Age? There was a flurry of activity and then it fell off the front page - ditto Borgs.

https://forum.megaglest.org/index.php?topic=4756.0  - ice age era

https://forum.megaglest.org/index.php?topic=4551.0   - borgwar



and



214
Maps, tilesets and scenarios / Re: Swamp tileset (download available)
« on: 24 February 2010, 19:28:39 »
This also breaks links on glest.wikia and glestmaps.wikia.

Temporary download link here - until wciow sorts out his file hosting account.

7z compression program.


215
Maps, tilesets and scenarios / Re: GlestMaps: Fatal Shore - Feb 2010
« on: 20 February 2010, 23:28:25 »
Quote
  • Author: mapmaker/mod by Trappin
I've been modding other peoples maps for a few weeks now but have designed quite a few of my own - just check the wiki(s).


216
Maps, tilesets and scenarios / Re: GlestMaps: Fatal Shore - Feb 2010
« on: 20 February 2010, 23:00:52 »
mapmaker designed the map.

I added the resource islands and removed some objects so the AI can path across the map and not get stuck. mapmaker had some great map designs - so check out his other threads.

Creating a map just takes time, practice and a little help.

217
Maps, tilesets and scenarios / Re: GlestMaps: Fatal Shore - Feb 2010
« on: 20 February 2010, 00:08:46 »
There's no way to turtle on this map - misdirection with a small group attack mid-map then rush the main base with a pre-positioned large force army. I still get killed but it's fun.


218
Mods / Re: GLEST WALLPAPER CREATED BY ME!~~
« on: 19 February 2010, 22:16:58 »
Nice work, the noise spikes along the red horizontal line add a scary-vibration to the image. Why not design some art and integrate it into some of the wiki pages?

The wiki needs more eye candy!

219
Maps, tilesets and scenarios / GlestMaps: Fatal Shore - Feb 2010
« on: 19 February 2010, 22:07:33 »
http://glestmaps.wikia.com/



.


The Fatal Shore. The epic of Australia's founding http://en.wikipedia.org/wiki/The_Fatal_Shore

220
Maps, tilesets and scenarios / Re: Should all tilesets be the same?
« on: 19 February 2010, 00:08:40 »
Sand textures are in the road surface texture radio button slot.

Most of the older tilesets already have STC5 textures but they look terrible OR integrate poorly with other surface textures within the same tileset.

ground
special ground
secondary ground

221
Maps, tilesets and scenarios / Re: Should all tilesets be the same?
« on: 18 February 2010, 18:01:02 »
From the wiki:

    * Surface: When the surface radio button is selected, users can edit map surface type(s). Surface texture types vary between individual tilesets, but the default settings are:

    * Surface: 1 - grass
    * Surface: 2 - secondary grass
    * Surface: 3 - road
    * Surface: 4 - stone
    * Surface: 5 - undefined

Since titi has added Surface 5 to a number of tilesets we now need to name the surface slot- any suggestions?

222
Maps, tilesets and scenarios / Re: Should all tilesets be the same?
« on: 17 February 2010, 22:50:20 »
I should use your strings for the megaglest editor!

megaglest map editor? Please explain... heh.

Martino wrote the map editor guidelines - I just changed how the descriptions are presented/formatted..

223
Maps, tilesets and scenarios / Re: Should all tilesets be the same?
« on: 17 February 2010, 16:36:14 »
Generic refers to tilesets which are not tied to a special function. The following list qualify as generic

  • Generic Tilesets


    * 1.1 Autumn
    * 1.2 Desert
    * 1.3 Evergreen
    * 1.4 Freek Forest
    * 1.5 Dante's Inferno(Hell)
    * 1.6 Imladris
    * 1.7 Jungle
    * 1.8 Mediterranean
    * 1.9 Pine Woods
    * 1.10 New Winter
    * 1.11 Scrub Land
    * 1.12 Swamp
    * 1.13 Tropical
    * 1.14 Tileset

  •  Functional tilesets still under development - beta


    * 2.1 Moon
    * 2.2 Volcanic

From the GlestMap wikia:

  • Surface: When the surface radio button is selected, users can edit map surface type(s). Surface texture types vary between individual tilesets, but the default settings are:


    * Surface: 1 - grass
    * Surface: 2 - secondary grass
    * Surface: 3 - road
    * Surface: 4 - stone
    * Surface: 5 - undefined tit has upgraded surface5 textures for all megapack tilesets

  • Object: When the object radio button is selected, users can place objects on the map cells. Objects depend on the tileset, but the default settings are:


    * Object: 0 - undefined
    * Object: 1 - tree walkable(false) - wood resource type
    * Object: 2 - dead tree/stump walkable(false)
    * Object: 3 - stones walkable(false)
    * Object: 4 - bush walkable(true)
    * Object: 5 - water object walkable(true)
    * Object: 6 - Custom1 - dead/big tree walkable(false)
    * Object: 7 - Custom2 - hanged/impaled walkable(false)
    * Object: 8 - Custom3 - statues obelisk/technician/broken walkable(false)
    * Object: 9 - Custom4 - mossy rock walkable(false)
    * Object: 10 -Custom5 - invisible object walkable(false)

  • Resource: When the resource radio button is selected, users can place resources on a map cell. Resource types depend on the tech tree selected, but the default settings are:


    * Custom: 0 - none
    * Custom: 1 - gold walkable(false)
    * Custom: 2 - stone walkable(false)
    * Custom: 3 - undefined
    * Custom: 4 - undefined
    * Custom: 5 - undefined


224
Maps, tilesets and scenarios / Re: Should all tilesets be the same?
« on: 16 February 2010, 05:50:23 »
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Should all tilesets be the same?

Standardize the object list for walkable true/false compatibility - all generic tilesets should conform to a single format. The water object for the Winter_forest tileset (ice rock) walkable <false> but this object is normally walkable <true>. This creates problems for lots of maps and I've modified at least five maps because of this one non-conforming object.

The walkable object in scrubland is also problematic - map designers use object 1 to block or force units to choke-points or into pathing lanes.

Tropical tileset lacks a proper invisible blocking object.

      <object walkable="false">
         <model path="models/bamboo.g3d"/>  

The bamboo model creates a visible object in the slot dedicated to single cell/tile invisible blocking objects.

225
Expanding thumbnails are the frosting on the cupcake.


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