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Messages - Trappin

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376
Maps, tilesets and scenarios / Glest Map Compendium
« on: 20 September 2009, 21:35:01 »
custom glest maps http://glestmaps.wikia.com/

Athena's Valley



Additional Notes: may be difficult to move large units groups and types - narrow trails in some locations.



allyresist_finalbattle



Additional Notes: Accommodates large unit /group/army movements.



Forest Lands



Additional Notes:



Scenario - the three towers

  • Author: wciow
  • Map Size: medium
  • Preferred Tileset:
  • Map Type: Scenario - Multiplayer
  • Resource Allotment:
  • Download: Scenario
  • Download Multiplayer
  • Date:


Additional Notes: Scenario is meant to be played with my dwarf faction but can be easily adjusted to work with tech by changing a few lines of the XML. You need to add the faction 'clock' to your magitech tech tree and the map 'valley' in your maps folder.

Code: [Select]
[URL=http://s821.photobucket.com/albums/zz136/TrappinGlestMaps/?action=view&current=valley-multiplayergbm.jpg][IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/th_valley-multiplayergbm.jpg[/img][/URL]
    
Hyrule v1.0

  • Author: -Archmage-
  • Map Size: Gigantic
  • Preferred Tileset: generic
  • Map Type: 2 plater generic
  • Resource Allotment: moderate
  • Download: filefront:
    Code: [Select]
    [url=http://startdownload.filefront.com/13767715//eccb12feb83ca729b0bfe5c2155ebcfcb6f97469b569bd834439af1897b390de5896e84cb714b5af//]Hyrule.7z[/url]  mediafire: Hyrule.7z
  • Date:


Additional Notes: Too big to screnshot in GAE due to clipping effect.

Code: [Select]
[URL=http://s821.photobucket.com/albums/zz136/TrappinGlestMaps/?action=view&current=Hyrule.jpg][IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/th_Hyrule.jpg[/img][/URL]

377
Maps, tilesets and scenarios / Specialty Maps - Authors
« on: 18 September 2009, 14:34:32 »
Glest Specialty Maps v1.0

spectators_map_v3.gbm

  • Author: -Archmage-
  • Map Size: N/A
  • Preferred Tileset: N/A
  • Map Type: Faction Balancing Tool
  • Resource Allotment: N/A
  • Download:
  • File type:.zip/7z
  • Date: Nov. 2009


Readme Notes: this is a map that a "Spectator" can use to watch two computers fight out a good battle! The main purpose of this is to check/evaluate the balance between two factions. See full readme notes in the download package.

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/spectators.jpg[/img]
Map Editor Palette



Additional Notes:



.

378
Maps, tilesets and scenarios / Compendium of Glest Maps
« on: 14 September 2009, 17:39:37 »
http://glestmaps.wikia.com/wiki/Glest_Map_Compendium_Wiki and get more maps at the ultimate resource wiki.

Wadi Nefud



Additional Notes - May be difficult moving large unit types/groups.

.


Burnt Earth
formerly known as Magma.gbm



Additional Notes - Resources are partially obscured within large rocks so look closely!



Evercamp



Additional Notes: The beginning locations have plenty of resources for a strong start but get those scouts out there looking for new resource points quickly!



Bulwarks



Additional Notes: This map is one of my all time favorites ! heh.



Autobahn



Additional Notes: Wide travel corridors for large armies.



qwik_glest



Additional Notes: May not accommodate factions with size3 units.



Redoubt



Additional Notes - May not accommodate factions with size3 units.



Clover



Additional Notes: None



China Grove



Additional Notes - Resource nodes are hidden inside large Mossy Rocks.



Great Wall

  • Map Size: Huge
  • Preferred Tileset:
    Code: [Select]
    [url=http://titusgames.de/evergreen.zip][color=green]Evergreen[/color][/url]
  • Map Type: Generic 4 player
  • Resource Allotment: High
  • Download: http://www.mediafire.com/?ykzmejdmrmz
  • Screenshot: wciow
  • File Type: .rar


Additional Notes - None


379
Maps, tilesets and scenarios / Re: Frozen Winter - map
« on: 10 September 2009, 11:12:15 »
Why not customize the Glest Map Editor for each tileset and then include the "tileset-specific editor" in the finished tileset.zip folder? Too much work?

For the titi winter tileset it might read:

Surface:

1. Snow  - was grass
2. Spring Snow - was secondary grass

and so on.

Is it simply a matter of changing words [grass] to [snow] in lines of code? Or are the words [grass] [secondary grass] tied to code in the tilesets and by changing them it breaks/bugs the editor?  

I may be able to do it if someone posts a generic template from which to work from. I'm not a coder and have no interest whatsoever in learning how to code.  ::)

380
Maps, tilesets and scenarios / Re: Frozen Winter - map
« on: 9 September 2009, 15:38:35 »
Evergreen happens to be my favorite forest-type tileset followed by Scrub Land and Volcanic. They are very different from one another so I make an object and surface texture legend at the bottom of new maps and use that as a reference until it becomes second-nature. The process of adding a few thousand differently colored pixels to a green colored notepad is a tedious, labor intensive process.  :P


381
Maps, tilesets and scenarios / Re: Frozen Winter - map
« on: 8 September 2009, 15:37:02 »
Conventional Glest maps are square shaped with player start positions equidistantly located in each of the four corners. Conflict is an unconventional 4 player map by that definition. Omega's map guide is a good starting point and anything beyond that would require serious time investment. An advanced map guide would need to presume a certain level of glest mapping knowledge or else it devolves into a full-blown technical paper.

There just aren't enough people making maps to justify the work required for an advanced map guide. Most map makers show up for a few weeks, pump out a few maps, and then disappear forever.

382
Maps, tilesets and scenarios / Re: Frozen Winter - map
« on: 7 September 2009, 15:01:58 »
Thanks, I'll give it some thought.

Glest Map Design

http://glestmaps.wikia.com/wiki/Glest_Map_Design



383
Maps, tilesets and scenarios / Re: Frozen Winter - map
« on: 5 September 2009, 18:09:54 »
I'll critique the map  :P.

The map is technically sound, it doesn't trap AI NPC's at the resource node points or anywhere on the map, so that's good. The map needs visual improvements in a number of ways.

Increase elevation differences between hills and valleys. It simply looks better when the topography varies - especially on snow surfaces where elevation changes appear less than what they really are due to the visual nature of solid white surface textures.

Use a theme or rule when applying surface texture's and object types.

*Here's what I mean, in film making the director of photography will use shooting rules, one example of this everyone will recognize is the combat scene at the start of Saving Private Ryan. The combat sequence shooting rules demand that the camera film the scene from the perspective of below a man's waist - the average camera height was never over 3.0 feet/0.8m high.

Why do I mention this?

Apply map making rules to all maps you design. The rules can vary between maps but never vary within the same map. Or try to not break the map rule often on the same map - objects and surface types are limited thus minor rule adjustments will be necessary.

I applied surface and height rules to the Frozen Winter Map - none of the object types have been moved, changed or deleted.

Here is the GlestMaps version http://glestmaps.wikia.com/wiki/Glest_Maps#Yukon_Rush

Rules for the standizzle map: Snow surface texture only extends 1 square below hills. Snowy-green grass texture only on valley floor. Increase height elevation where clusters of trees are placed AND center portion of the map.

This is how I make maps and I'm not telling you the only way to design a good map is my way :P. My maps tend to be very conventional BUT I've never really seen unconventional Glest maps that weren't designed for pure multiplayer or scenarios use. Unconventional maps tend to confuse the AI and NPC's end up stuck on walls or the edge of lakes, objects and nodes.

Good luck.


384
What about a wall 6 object long and 1 object wide ( or 2 objects wide) - but that wont stop the random object rotation show on the above screen shot. So any item set in the game may randomly orient in any direction? or will the same object set in the same location always orient in a specific direction? If the orientation is specific and not random then a map can be built around that sort of characteristic. If the rendering orientation is random then a wall/turret section will never work.

Did that that make sense? heh ::)

385
Is it possible to create a tileset with a (2 object long X 1 object wide) stone wall with a height a bit taller than a typical worker/archer NPC? A castle turret with 1x1 or 2x2 object dimensions would be a nice visual graphic for connection points and wall direction changes.

Maybe use Titi's Evergreen tileset (with his permission) and replace the map editors object:invisible and object:water plant with objects: stone wall and turret? The Mage Tower used by the magitech Magic faction is perfect as a turret but the height needs to be reduced by ~ 15-20%.

I'd like to create a few "castle siege" maps using this special tileset - is anyone willing and able to design and code the wall section and turret?

PS: I'm aware of the AI's limitations regarding walled playfields but think limited use of walls may lead to some fun gaming.  ;)


386
Great Wall



Additional Notes - None

387
Maps, tilesets and scenarios / GlestMaps: Magma - June 2009
« on: 11 June 2009, 21:18:40 »
Burnt Earth



Additional Notes - Resources are partially obscured in big rocks so look closely!




388
Mods / Re: New Faction: Dark Magic Version 3.1 released!!!
« on: 7 June 2009, 07:48:57 »
v3.1 on a faction? Will you please note the build status on the original post. Is this mod at 20% incomplete or 90% finished?

Thanks.

389
Off topic / Re: Off Topic - Main
« on: 6 June 2009, 13:46:34 »
dad got in World War 2 from a Japanese officer he killed.

Those weapons always have the Japanese family name inscribed on the sword or a script/note tucked into a pocket inside the handle. The Japanese were/are very serious about these family heirlooms and it's very possible the family survived the war and would appreciate knowing what happened to the sword.

390
Off topic / Re: Off Topic - Main
« on: 5 June 2009, 08:12:55 »
Film producers call late day sunshine "the golden hour" and a good example of this effect on film is the movie Stargate - the German director talks about it on the commentary track of the extended cut DVD version.

Color 'bounces" off of walls, clothing, house drapes, carpets and hardwood flooring and/or anything found in nature. In fact, many people will go to a paint store and pick out a color that looks good on a sample chip -  lit by sodium or fluorescent lights in the store - and then paint the new color on a wall at home and be shocked by how different the color appears to be.

Incandescent (golden yellow), CFL( blue/green), LED( pure white) and halogen (white) lighting also affect color bounce on white or contrasting colors painted on walls.

The sword is silver(mirror effect) and is reflecting light and colors back at the camera.

391
Maps, tilesets and scenarios / Re: Map: Badwater - May 2009
« on: 13 May 2009, 06:15:37 »
Is it like just the water?  Not sure what you mean.
Picture please!    I don't do pictures, sorry.
And don't use MediaFire   Heh, sorry.

392
Maps, tilesets and scenarios / GlestMaps: Badwater - May 2009
« on: 10 May 2009, 10:40:51 »
http://glestmaps.wikia.com/

http://www.mediafire.com/?owkmnijymgi

Badwater


393
titi - harvesting cacti?Huh That's a hard job.

Pickled or fresh in salsa.

Code: [Select]
http://www.rivenrock.com/ediblecactus.htm

394
Maps, tilesets and scenarios / Re: Scrub - Desert like Tileset.
« on: 16 March 2009, 08:26:53 »
Map: Badwater (beta) was created with this tileset in mind. It will undergo further revision dependent upon tileset tweaking and changes to the object list.

Map >  http://www.mediafire.com/?owkmnijymgi

New tree graphic?

Joshua Tree

395
Maps, tilesets and scenarios / Re: Scrub - Desert like Tileset.
« on: 4 March 2009, 18:51:09 »
Stone Surface:

Maybe replace the checkered tan and white surface with salty mud polygons found in deserts and on the surface of Mars.

Road Surface:

playa


396
Maps, tilesets and scenarios / Re: Scrub - Desert like Tileset.
« on: 4 March 2009, 17:06:54 »
In the US we would call this type of environment -
Code: [Select]
[url=http://s6-us2.ixquick.com/do/show_picture.pl?l=english&cat=pics&c=pf&q=dakota+badlands&h=585&w=1389&th=71&tw=170&fn=ND%2520badlands%25201.jpg&fs=232.2k&el=alltheweb_pics_1&tu=http:%2F%2Fimages-us2.ixquick.com%2Fcgi-bin%2Fsf%3Ff%3D2c9e30d2ef2cbd9a98d1c937f2945db7.jpg&rl=NONE&u=http:%2F%2Fwww.greatsportinglinks.com%2FND%2520badlands.html&rid=LFLMNQLSPSNK&oiu=http:%2F%2Fwww.greatsportinglinks.com%2FND%2520badlands%25201.jpg]Badlands [/url]or Scabland.

Eastern Nevada looks like this also, its known as the Great Basin. Northwest Nevada has an area of Playa called The Black Rock Desert. Portions of the Mojave Desert in California. Eastern Washington has an area called the Channeled Scablands and of course the Badlands in South Dakota.

NE Brazil Caatinga looks like the Ruby Valley in Arizona.

Emerald/green water in the tileset is perfect, in fact the whole tileset looks excellent  ;D ;D :D


397
Mods / Re: Dwarf faction
« on: 4 March 2009, 00:47:35 »
Very nice, I like the buildings.

I agree with titi:

- Air unit would add balance.
- Change a resource/unit requirement from stone to wood.
- Add mobile anti-aircraft unit**
And/Or
- Add air attack to dwarf defensive towers.

**Maybe add a large unit comparable to Magic factions wicker beast or Tech's battle machine.


398
Just grabbed the DL and will look at it on a few different maps.

Thanks    ;D

399
Mods / Re: Dwarf faction
« on: 28 February 2009, 21:34:58 »
Yes, the mediafire link is bad.

0 items found to display!

400
Maps, tilesets and scenarios / GlestMaps: Evercamp - February 2009
« on: 8 February 2009, 22:17:40 »
Evercamp

    * Author: Trappin
    * Map Size: Huge Gigantic
    * Preferred Tileset: Evergreen
    * Map Type: Generic 4 player
    * Resource Allotment: High
    * Download: http://www.mediafire.com/file/5nvznylimo0/Evercamp.rar
    * File type: .rar
    * Wikia: http://glestmaps.wikia.com/
    * Date: 02/08/2009




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