I replaced all of the textures and resources with the proper one from the christmas map you linked. The reindeer did not seem to have red noses in either map or have christmas lights on my end. The caribou were called Reindeer and the trees TreeChristmas so it is the correct setup. If it doesn't work on your end, atleast you have a winter-y andes with gifts lying around
Nice! I still like it! Thanks a lot!
According to Aizamk, the Christmas lights and reindeers only work on TWC, not TAD. I talked to him today and he mentioned it.
I replaced all of the textures and resources with the proper one from the christmas map you linked. The reindeer did not seem to have red noses in either map or have christmas lights on my end. The caribou were called Reindeer and the trees TreeChristmas so it is the correct setup. If it doesn't work on your end, atleast you have a winter-y andes with gifts lying around
Nice! I still like it! Thanks a lot!
According to Aizamk, the Christmas lights and reindeers only work on TWC, not TAD. I talked to him today and he mentioned it.
As far as I know that map was made for nilla. It's called Winter Wonderland and it's a version of Great Lakes Winter with presents as crates and Xmas trees. I'm quite sure it works in nilla.
It could be moved to TAD, with some changes in the proto file and maybe moving some textures from one bar file to another.
Can you make a normal sized map using New England textures with a plateau in the center with one path through it? Imagine Baja California with no water, smaller size, and only one passage through. Thank you if you can!
somppukunkku wrote:This is not a fucking discogame.
Darwin_ wrote:Can you make a normal sized map using New England textures with a plateau in the center with one path through it? Imagine Baja California with no water, smaller size, and only one passage through. Thank you if you can!
Got an idea for plateau thickness, hunt/mine/forest distribution, trade route, etc. IE if you run a trade route through the pass it cant be walled.
Darwin_ wrote:Can you make a normal sized map using New England textures with a plateau in the center with one path through it? Imagine Baja California with no water, smaller size, and only one passage through. Thank you if you can!
Got an idea for plateau thickness, hunt/mine/forest distribution, trade route, etc. IE if you run a trade route through the pass it cant be walled.
I was thinking fairly high hunt, but not that high. Think Baja California again. I was thinking of having 4 gold mines on each side of the map as well as one or two in the single choke point. The plateau would be about 20 meters thick, and the choke point would be about 40 meters wide. There would be two trade routes, one on each side. There wouldn't be one going through the choke.
somppukunkku wrote:This is not a fucking discogame.
Darwin_ wrote:Can you make a normal sized map using New England textures with a plateau in the center with one path through it? Imagine Baja California with no water, smaller size, and only one passage through. Thank you if you can!
Got an idea for plateau thickness, hunt/mine/forest distribution, trade route, etc. IE if you run a trade route through the pass it cant be walled.
I was thinking fairly high hunt, but not that high. Think Baja California again. I was thinking of having 4 gold mines on each side of the map as well as one or two in the single choke point. The plateau would be about 20 meters thick, and the choke point would be about 40 meters wide. There would be two trade routes, one on each side. There wouldn't be one going through the choke.
Dynamic map scaling or set to be 1v1/2v2/3v3 etc? From your statement I assume 1v1 only, but it doesn't hurt to ask.
Hey, finished the orinoco stuff you wanted. It's kinda screwy on more than 1v1 player, as orinoco spawning normally is. The native sites and town centers were moved to where you wanted them, the distance between tc's and the edge of the map decreased, and the river shortened to allow better access across.
Official Notes - Differences between this and TAD Orinoco: -Changed the spawn locations of TC's, reduced the irregularity/fluctuation of TC spawn points. The river crossing spawns on the south side for 1v1 and north for anything else. Tc's are always south side. -Reduced the number of river crossing to 1 instead of 2, though it still sometimes gives a small chunk of water in-between them. -Native camps moved to the top of the map in a rectangle shape. The natives themselves were not changed; only the placement was.
The resource allocation was not changed, as per your request. This can result in unbalanced spawns sometimes.
King's Orinoco 1.0 Removed due to the anticipated release of 1.1
Durokan wrote:Hey, finished the orinoco stuff you wanted. It's kinda screwy on more than 1v1 player, as orinoco spawning normally is. The native sites and town centers were moved to where you wanted them, the distance between tc's and the edge of the map decreased, and the river shortened to allow better access across.
Official Notes - Differences between this and TAD Orinoco: -Changed the spawn locations of TC's, reduced the irregularity/fluctuation of TC spawn points. The river crossing spawns on the south side for 1v1 and north for anything else. Tc's are always south side. -Reduced the number of river crossing to 1 instead of 2, though it still sometimes gives a small chunk of water in-between them. -Native camps moved to the top of the map in a rectangle shape. The natives themselves were not changed; only the placement was.
The resource allocation was not changed, as per your request. This can result in unbalanced spawns sometimes.
Hey! Good job! However, could u pls edit something. Hunts sometimes are located very differently for each player and some hunts are very far for one player. Secondly, TCs are little close to each other, since this map is for treaty, this isnt desired. I draw lines on the minimap to understand better! On the pic u provided TCs r located better, is it possible to give them fixed position? Players in treaty should be able to build at the same distance from the crossing(I drew red lines to show where players should be able to build max before treaty ends). Thank you!
Darwin_ wrote:Can you make a normal sized map using New England textures with a plateau in the center with one path through it? Imagine Baja California with no water, smaller size, and only one passage through. Thank you if you can!
Got an idea for plateau thickness, hunt/mine/forest distribution, trade route, etc. IE if you run a trade route through the pass it cant be walled.
I was thinking fairly high hunt, but not that high. Think Baja California again. I was thinking of having 4 gold mines on each side of the map as well as one or two in the single choke point. The plateau would be about 20 meters thick, and the choke point would be about 40 meters wide. There would be two trade routes, one on each side. There wouldn't be one going through the choke.
Dynamic map scaling or set to be 1v1/2v2/3v3 etc? From your statement I assume 1v1 only, but it doesn't hurt to ask.
Whichever is easiest for you.
somppukunkku wrote:This is not a fucking discogame.
_NiceKING_ wrote:Hey! Good job! However, could u pls edit something. Hunts sometimes are located very differently for each player and some hunts are very far for one player. Secondly, TCs are little close to each other, since this map is for treaty, this isnt desired. I draw lines on the minimap to understand better! On the pic u provided TCs r located better, is it possible to give them fixed position? Players in treaty should be able to build at the same distance from the crossing(I drew red lines to show where players should be able to build max before treaty ends). Thank you!
Map was completely overhauled and re-written to be balanced. It's incredibly hard to work with the maps shipped with game, so I re-wrote it all.
_NiceKING_ wrote:Hey! Good job! However, could u pls edit something. Hunts sometimes are located very differently for each player and some hunts are very far for one player. Secondly, TCs are little close to each other, since this map is for treaty, this isnt desired. I draw lines on the minimap to understand better! On the pic u provided TCs r located better, is it possible to give them fixed position? Players in treaty should be able to build at the same distance from the crossing(I drew red lines to show where players should be able to build max before treaty ends). Thank you!
Map was completely overhauled and re-written to be balanced. It's incredibly hard to work with the maps shipped with game, so I re-wrote it all.
Hey Durokan, maybe you could make another map? This one is less of a specific request and more up to your imagination. I am wanting a map based on the 'Cedar Forest' as described in the Epic of Gilgamesh, the realm of the gods. There are some quotes to help get an idea, and some of my ideas for the map.
Epic of Gilgamesh, Tablet V "... They stood at the forest's edge, gazing at the top of the Cedar Tree, gazing at the entrance to the forest. Where Humbaba would walk there was a trail, the roads led straight on, the path was excellent. Then they saw the Cedar Mountain, the Dwelling of the Gods, the throne dais of Imini. Across the face of the mountain the Cedar brought forth luxurious foliage, its shade was good, extremely pleasant. The thornbushes were matted together, the woods(?) were a thicket ... among the Cedars,... the boxwood, the forest was surrounded by a ravine two leagues long, ... and again for two-thirds (of that distance) "
Map Name: Cedar Forest
Map Size/Player Count: It should scale Dynamically (it allows FFA, 1v1, 2v2, 3v3, 4v4. No OBS.) OR it should be for any 1 of the following: 1v1, 2v2, 3v3 with OBS
Resources
Hunts: "They also raised cattle, sheep, goats, and pigs. They used oxen as their primary beasts of burden and donkeys or equids as their primary transport animal. Sumerians caught many fish and hunted fowl and gazelle. " These are the animals that could be used for hunting sources in the map. I was thinking small amounts of herds, with each herd being a small amount of animals, maybe 1-2, and the primary food being berries.
Mines: Enough mines for each player. Maybe more near the "Cedar Mountain"
Forests: Should be foresty, as it is the "Cedar forest", maybe some light fog. There should be some roads and a trail as in the excerpt.
Herdables: No herdables.
Treasures: It should have some low level treasures, and than a trail leading to the main treasure, which will be later altered by me in the mod, this will be gaurded by a unit I make in the mod, "Humbaba".
Identifying Features
Land layout: All is land.
Cliffs:One cliff area for the "Cedar Mountain" with some extra mines. but not enough that if one team captures the mountain it would be an auto win.
(gilgamesh map) will do, added to list as position 3. gotta do a map for someone else then will try to figure out OBS, if i cant do that then I will make yours in position 2.
been snowed in so i havent been working that much. its also harder for me to work in the week. I have almost finished the map for the other guy and I can quickly make a obs map version for you. It will then take a while longer to do the UI as I do not know how and have not had chance to learn from aiz how to do it.
Hey, I've finally decided to come forward with a request, just for fun. I love the idea behind the workshop and I can't resist. I don't have good map-making skills though maybe I should.
Durokan's Custom Map Request Template:
Let's call this map request "Guinea" (yes that's in Africa). The idea is to have a non-TP, high resource map with one twist: there is a LOT of wood on the map. There are a lot of small clumps of trees all over the map; but those clumps need to be super dense (e.g. units can't even pass through). I think that the Araucanian setting (ground and trees) could be good to use here.
Map Name: Guinea
Map Size/Player Count: Average, I guess. 1v1 map (for now)
Other:
Hunts & mines: Both sides get 4 mines and there is one mine in the middle to contest. Both sides get 4 hunts with one hunt in the middle to contest (see mini-map).
Natives should be x2 Jesuit.
Treasures: ONLY small, level 1 treasures (small treasures). Feel free to put a lot of them though.
Special request: is it possible to make the map so that resources are exactly symmetrical (number of resources and location), say across this black line: http://i.imgur.com/N4fMDMS.png ?
iNcog wrote:Hey, I've finally decided to come forward with a request, just for fun. I love the idea behind the workshop and I can't resist. I don't have good map-making skills though maybe I should.
Durokan's Custom Map Request Template:
Let's call this map request "Guinea" (yes that's in Africa). The idea is to have a non-TP, high resource map with one twist: there is a LOT of wood on the map. There are a lot of small clumps of trees all over the map; but those clumps need to be super dense (e.g. units can't even pass through). I think that the Araucanian setting (ground and trees) could be good to use here.
Map Name: Guinea
Map Size/Player Count: Average, I guess. 1v1 map (for now)
Other:
Hunts & mines: Both sides get 4 mines and there is one mine in the middle to contest. Both sides get 4 hunts with one hunt in the middle to contest (see mini-map).
Natives should be x2 Jesuit.
Treasures: ONLY small, level 1 treasures (small treasures). Feel free to put a lot of them though.
Special request: is it possible to make the map so that resources are exactly symmetrical (number of resources and location), say across this black line: http://i.imgur.com/N4fMDMS.png ?