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MegaGlest Forum
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Modding and game content creation
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Maps, tilesets and scenarios
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New map: Four Castles
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Topic: New map: Four Castles (Read 3619 times)
Idanwin
Guest
New map: Four Castles
«
on:
6 February 2009, 02:00:07 »
This map includes unwalkable cliffs,
thanks to titi, who posted the idea.
The AI hasn't had any problems ... yet.
The walkable slopes are a bit steep.
WARNING: DO NOT PLAY WITH "TROPICAL" TILESET
Four Castles
«
Last Edit: 6 February 2009, 10:54:41 by Idanwin
»
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titi
MegaGlest Team
Airship
Posts: 4,240
Re: New map: Four Castles
«
Reply #1 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?
«
Last Edit: 6 February 2009, 10:44:17 by titi
»
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Idanwin
Guest
Re: New map: Four Castles
«
Reply #2 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.
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titi
MegaGlest Team
Airship
Posts: 4,240
Re: New map: Four Castles
«
Reply #3 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
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wciow
Behemoth
Posts: 968
Re: New map: Four Castles
«
Reply #4 on:
6 February 2009, 13:58:35 »
Very nice work Idanwin
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!!
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Omega
MegaGlest Team
Dragon
Posts: 6,167
Professional bug writer
Re: New map: Four Castles
«
Reply #5 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!
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modman
Guest
Re: New map: Four Castles
«
Reply #6 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
). 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.
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MegaGlest Forum
»
Modding and game content creation
»
Maps, tilesets and scenarios
»
New map: Four Castles