Author Topic: Glest MegaMap - Burnt Earth  (Read 2991 times)

Trappin

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Glest MegaMap - Burnt Earth
« on: 22 May 2010, 13:08:27 »



http://glestmaps.wikia.com/

.
« Last Edit: 2 June 2010, 11:29:44 by Trappin »

ElimiNator

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Re: MegaMap - burnt earth with STC5
« Reply #1 on: 22 May 2010, 15:57:43 »
Looks cool, Downloading now.  :)
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ultifd

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Re: MegaMap - burnt earth with STC5
« Reply #2 on: 22 May 2010, 20:26:56 »
OK, will download and test...  :thumbup:
I saw this on the wiki, but I thought it was the old one...  ::)
STC5?  :|
EDIT: oh, this is like a 2 vs 2 vs 2  vs 2 map...  ::)
EDIT2: For people who can not extract .rar... (Archmage?)
I uploaded it as an .7z http://www.mediafire.com/?cj0mf2125ym
I'll take it down if you don't want it...but maybe at least download and re-upload it...if you want that  ::)
Thanks, I'm just being kinda considerate.  ::) I guess.

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Re: MegaMap - burnt earth with STC5
« Reply #3 on: 22 May 2010, 20:39:42 »
ultifid, you really love not ending sentences and smielys :D

anyways, whats new with this map?

Trappin

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Re: MegaMap - Burnt Earth
« Reply #4 on: 22 May 2010, 22:49:13 »
STC5 = surface texture custom 5 or "Ground" on the new .MGM map editor.

ultifd

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Re: MegaMap - Burnt Earth
« Reply #5 on: 22 May 2010, 23:10:32 »
STC5 = surface texture custom 5 or "Ground" on the new .MGM map editor.
I see.
--------------------------------------
Well I tried playing it, and it was ok...
next time I won't play with mega...
my quad core comp...1 FPS!  ::)  :(
Well, my ally and I was hammering the resources...fighting for them (you know the sideways "l" of resources. z/ kinda bad placement if you have a mega CPU... they just stack and block yor way...
I had screenshots...but just like my video recording...they don't work. all came out as a black screen...  ::)  :(
Still...a cool and nice map.  :thumbup:
One more thing, at the home base, there were pathways that were leading  right into some trees... maybe take that out?
I'll test it again later...on my normal 32 bit comp with normal CPUs...  ::)   :|

Gabbe

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Re: MegaMap - Burnt Earth
« Reply #6 on: 23 May 2010, 09:40:05 »
try OC your cpu, it may have downclocked, mine did...

anyways improovement :D will you improove more?

ultifd

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Re: MegaMap - Burnt Earth
« Reply #7 on: 25 May 2010, 07:16:54 »
Maybe...
---
Is this map based off from a old map?  :|

Trappin

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Re: MegaMap - Burnt Earth
« Reply #8 on: 25 May 2010, 17:29:52 »
Slightly modified the map today - new download link on the OP.

This is an 8 player version of a 4 player map named.. ->burnt earth.

The problems with 8 player maps highlight the basic problems already present in 4 player Glest - namely AI pathfinding and resource stacking (CPU grinding to a halt).

The AI will get stuck in almost any circumstance - just run fifty simulations on a simple map and the AI will get log-jammed at a chokepoint or resource node. So, at what point do we accept the fact that the AI is stupid and WILL get stuck? Do we keep defining complex maps down to their most basic common denominator - basically a square map with 4 start points and no objects (can't get stuck now Mr. Stupid AI !)

Trying to compensate for a stupid AI while making maps interesting is the tricky part.

ultifd

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Re: MegaMap - Burnt Earth
« Reply #9 on: 25 May 2010, 23:28:39 »
I see... yeah I remember.
Yes, but until the AI gets better...soon maybe or just later...
I guess map makers need to think about this  ::)
Will download and then test...later

Omega

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Re: MegaMap - burnt earth with STC5
« Reply #10 on: 28 May 2010, 15:54:24 »
I uploaded it as an .7z http://www.mediafire.com/?cj0mf2125ym
I should mention that 7zip can extract rar, therefor, if you can use 7z format, you can use rar (though 7zip is way better).

The map looks good, but a bit confusing, and the AI... :P
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ultifd

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Re: MegaMap - burnt earth with STC5
« Reply #11 on: 28 May 2010, 22:40:05 »
I uploaded it as an .7z http://www.mediafire.com/?cj0mf2125ym
I should mention that 7zip can extract rar, therefor, if you can use 7z format, you can use rar (though 7zip is way better).
Yes, I just uploaded it as an .7z because for someone a few months ago, I think Arch had a problem with rar...  :|

Quote
The map looks good, but a bit confusing, and the AI... :P
I agree.  ::)

titi

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Re: Glest MegaMap - Burnt Earth
« Reply #12 on: 31 May 2010, 12:00:31 »
What do you think is wrong with the AI on this map? I cannot imagine it gets stuck on this map.
« Last Edit: 31 May 2010, 19:47:56 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

ultifd

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Re: Glest MegaMap - Burnt Earth
« Reply #13 on: 31 May 2010, 17:41:20 »
What do you think is wrong with the AI on this map? I cannot imagine it gets stuck on this map.
No, only on the resources...  ::)

Trappin

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Re: Glest MegaMap - Burnt Earth
« Reply #14 on: 31 May 2010, 20:08:51 »
Okay, changed the start area resource locations. Grab the new map from the OP link.

I was the first person to use 7z on this board  - and people complained. I used .zip and people still complained. and now?.rar is a problem. /lol/?

The bitching never ends.

Omega

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Re: Glest MegaMap - Burnt Earth
« Reply #15 on: 1 June 2010, 16:56:02 »
7z is an amazingly superior format. It is growing to the point at which wikipedia and major games have even used it, and its free cost makes it superior to other formats. But this is getting a bit offtopic, so if anyone wants to continue a topic on compression formats, please do so on the Offtopic thread.
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Gabbe

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Re: Glest MegaMap - Burnt Earth
« Reply #16 on: 1 June 2010, 16:58:26 »
mhm 7z didn`t work for me at first...

is the pic going to be updatedor is it alredy?

ultifd

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Re: Glest MegaMap - Burnt Earth
« Reply #17 on: 1 June 2010, 22:41:21 »
Nah, I don't think we need another OT thread...  ::)
Anyways, I'll try this map again...  :thumbup:

Trappin

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Re: Glest MegaMap - Burnt Earth
« Reply #18 on: 2 June 2010, 11:20:34 »
Oh, and to answer titi:

The resources were placed for 4v4 MP COOP style game-play but when people play the map with 1v7 AI factions the units stack on the harvest nodes and grind the CPU usage to 100%. The start area resources were placed in diagonal lines between the faction start buildings - the AI hates this and will sometimes try to harvest from nodes which are trapped behind another resource or object that it doesn't want to use.

We really need to define map types, add new map extensions (CBM?) and decide how Glest presents these maps at the new game selection menu page.

COOP/MP/Single?

COOP and MP maps are distinctly different animals.

COOP maps would be designed in ways which break the AI pathfinder but the flip side of that coin is - we can design very complicated, feature rich maps, for 100% player controlled games.