Author Topic: GlestMaps: Fatal Shore - Feb 2010  (Read 3173 times)

Trappin

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



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The Fatal Shore. The epic of Australia's founding http://en.wikipedia.org/wiki/The_Fatal_Shore
« Last Edit: 22 February 2010, 14:09:12 by Trappin »

ultifd

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #1 on: 19 February 2010, 23:38:56 »
Nice Map. I was going to post a video showing gameplay on it... but I got "killed"...  :(
It's just a "preview now"...  :-\
I guess I'll upload it now.

Trappin

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #2 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.


ultifd

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #3 on: 20 February 2010, 02:15:49 »
Yeah it was fun.  :)
Here's the video: https://www.youtube.com/watch?v=4dugw8f7Kbs
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Do you actually use the Map Editor? Cause with it I could never make the kind of maps you make...  ::) :P
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Edit: Oh wow, I forgot to use the Mediterranean tileset... now I have an excuse to record another video.  ::)

Trappin

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #4 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.

ultifd

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #5 on: 20 February 2010, 23:04:18 »
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.

Oh...well...huh.
I didn't see that.
I'll check his other maps then, thanks.  :)
Yeah I tried out about half of his maps already, Overgrown City is my favorite "large resource" one.  :)

Trappin

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #6 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).

« Last Edit: 22 February 2010, 14:09:45 by Trappin »

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #7 on: 26 February 2010, 15:20:42 »
Very nice.

BTW, he has to use the map editor. There's no alternative, and if anyone made a new one, it'd be great to have here (hint*GAE Team*).
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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #8 on: 28 February 2010, 05:52:20 »
Very nice.

BTW, he has to use the map editor. There's no alternative, and if anyone made a new one, it'd be great to have here (hint*GAE Team*).

I've been working on a few improvements to the map editor... some patches are on the GAE boards and a couple are in svn https://forum.megaglest.org/index.php?topic=5077.0

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #9 on: 1 March 2010, 03:10:21 »
How did he made that map preview?

ultifd

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #10 on: 1 March 2010, 03:14:18 »
How did he made that map preview?
If you edit something, you can zoom out real far, that is if your comp's specs are good...  ::)  :P
It was discussed in another thread.
 :)
+ no fog of war I think

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Re: GlestMaps: Fatal Shore - Feb 2010
« Reply #11 on: 1 March 2010, 13:11:15 »
You change your glestadv.ini file and make it so the camera can go out real far, and the rendering distance is the same or farther than the max camera distance, then make sure fog of war is off, and in game playing GAE, you can zoom way out and get a screenshot with 'e'.
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