Author Topic: Compendium of Glest Maps  (Read 6729 times)

Trappin

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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

« Last Edit: 16 February 2018, 18:09:36 by Trappin »

Trappin

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Specialty Maps - Authors
« Reply #1 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:



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« Last Edit: 8 October 2016, 11:45:31 by filux »

Trappin

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Glest Map Compendium
« Reply #2 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]
« Last Edit: 8 October 2016, 11:47:30 by filux »

Mark

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Re: New Maps: Qwik Glest, China Grove and Clover - September 2009
« Reply #3 on: 21 September 2009, 01:43:47 »
Nice organization!  But please edit your post instead of making new ones from now on, OK?

They all look OK, but I think 'qwik glest' really looks awesome!

ElimiNator

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Re: New Maps: Qwik Glest, China Grove and Clover - September 2009
« Reply #4 on: 21 September 2009, 01:46:27 »
I down loaded them now but I can't check em out yet, but they seem cool  ;D.
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Trappin

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Re: New Maps: Qwik Glest, China Grove and Clover - September 2009
« Reply #5 on: 21 September 2009, 01:58:13 »
Edit my post? what happens when the original post is on page three? no one will ever see new map editions.

Or a new post for each new map.


Mark

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Re: New Maps: Qwik Glest, China Grove and Clover - September 2009
« Reply #6 on: 21 September 2009, 02:14:13 »
Okay, fine, but if you create enough good maps and get someone to link to it in their topic, possible Archmage101s team thread, you will never have to worry about it really dying.

Omega

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Re: New Maps: Qwik Glest, China Grove and Clover - September 2009
« Reply #7 on: 21 September 2009, 02:43:42 »
Looks very nice. I should mention that when you edit a post, it maintains its position. For example, if you have your first post with three maps, and then make a forth one, you can edit that first post. Once edited, it is still the first post, but now is updated. Think of it as saving a map. Unless you choose save as, it will save over the old one.

Regardless, this is well organized and well done. They will all be included in Military (so far, 57 maps!).
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Trappin

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Re: New Maps: Qwik Glest, China Grove and Clover - September 2009
« Reply #8 on: 21 September 2009, 04:38:17 »
Okay, fine, but if you create enough good maps and get someone to link to it in their topic, possible Archmage101s team thread, you will never have to worry about it really dying.

We already have the Glest Map Compendium page so linking this post to a new forum user thread is redundant. I'd also appreciate a formal critique of my map(s). Viewing map screencaps and declaring them to be "ok" is bit dismissive - map designers need community feedback to improve. Help us out !

Omega - I can't get a GAE screenshot of a map (Magma) when using the Volcanic Tileset - will you please post the exact INI line/code change necessary to temporarily remove the red particle haze effect present at maxcameradistance? - thanks.

« Last Edit: 23 December 2009, 13:03:56 by Trappin »

Omega

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Just find the volcanic.xml file and change the density of the fog to 0. The fog tag is near the bottom.
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modman

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I played Autobahn, and did you fix the mountains?  For mountains, I usually put impassible invisable objects around the perimeter.  Another critique I have about it is that if the game lasts too long, it can be hard to find the AI's buildings to destroy them and win.  This is the problem with big maps with spread-out resources.  I'm not sure what you want to do about that problem, but it is why I don't play on it.

I like to play long games on Glest.  On Autobahn, I was able to create a "control grid" by basically surrounding the enemies with defense, thus besieging them.  But after I destroyed the bases, I had a really hard time finding all of the AI's buildings which weren't at the main bases.

//Edit:

Another thing I like to do in general is to defend my main base to an extreme extent.  So the more open the main base is, the harder it is to defend.  Just looking at some of the screens (I know that's not what you want, but I've got to go to a study group at five) I see some will be really really hard to defend.

The reason I make this critique is twofold.  One, I know what it is like to have people not give feedback.  And two, I really want you to continue to make maps for Glest.  Until you, there wasn't a real stable base of map makers, but you will gain experience and hopefully make great maps like some of the default ones.  BTW, my favorite default one is Mountains for some reason...
« Last Edit: 27 September 2009, 20:45:21 by modman »

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I have about it is that if the game lasts too long, it can be hard to find the AI's buildings to destroy them and win.  This is the problem with big maps with spread-out resources.

I like to play long games on Glest.  On Autobahn, I was able to create a "control grid" by basically surrounding the enemies with defense, thus besieging them.  But after I destroyed the bases, I had a really hard time finding all of the AI's buildings which weren't at the main bases.
Well it is good so they have a chance to make some army.  ;D

BTW Cool maps I tried them out and I really like em  ;)
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Trappin

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Thanks for the comments Modman and ElimiNator . I'll address what seems to be a design error on Autobahn.

Quote
Modman: did you fix the mountains?

The mountains near each starting location?

Code: [Select]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Autobahn_mountains.jpg[/img]
Are NPC's stacking/grid-locking on the mountaintop Stone Objects? If so, yes, I can surround the elevated area with Invisible Objects.

Quote
Modman: it can be hard to find the AI's buildings to destroy them and win.

Indian faction with the fire golem units add another wrinkle to that problem - the game won't complete until those are dead as well. This really is a Glest game code mechanic and can't be resolved via map design.

Quote
Modman:I like to do in general is to defend my main base to an extreme extent.

You like to play on turtle maps, yes? One of the GAE team members made Athena's Valley and its a very good turtle/defense map. I made Badwater for the Scrub Land Tileset and it has defensible design features as well but really isn't a full-on turtle design.

Quote
Modman:my favorite default one is Mountains for some reason.

Same here, I've played that map many times and still love it. Some of the old default Glest maps have NPC stacking/grid locking problems but have very organic, natural looking layouts.

« Last Edit: 8 October 2016, 11:48:03 by filux »

modman

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Might be a noob question, but what is NPC?

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I know but I can't remember, I think:

Non Player Control
Egypt Remastered!

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Trappin

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Non-player character. Is AI faction a better description?

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modman

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It's better while there are no other non-human players.

Hectate

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Actually NPC is Non-Player Character. It stems from DnD (and thus RPGs in general) as a reference to any character not controlled by the/a player. In Glest and RTS's it isn't usually used for the actual AI ally/enemy, but instead the units - as characters not being directly controlled by a player (giving commands is different from total control in this respect).

Update: Just saw your post Trappin, sorry.
« Last Edit: 4 October 2009, 03:37:52 by Hectate »

Trappin

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Henceforth and forever more.

AIF= artificial intelligence faction. :P

Are the AIF's stacking/grid locking on the mountains near the start locations?

Omega

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Some good maps. Though don't expect me to use 'AIF' or anything. I think I prefer to just call them the AI. I'm used to refering to NPCs as other characters in RPGs, such as the civilians that I can talk to, or say a king, etc; Doesn't seem to fit them.
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Mark

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Oh, a NPC is kind of like glestimals, or the creeps we have discussed.  They are different than AIs, but they are generally only in RPG or FPS games.

 

anything