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Re: Durokan's Custom Map Workshop

Posted: 22 Jun 2016, 16:49
by Durokan
enjoy2play wrote:thanks for it. check pm, i have problems with tps, maybe u find my mistake.

I assume you have an xml file? (i've made one to load it, no need to upload one)

"thanks for it. check pm, i have problems with tps, maybe u find my mistake."

What exactly do you want me to fix? I noticed immediately that resources are being placed on top of your trade route which is causing it to not spawn correctly. If you comment out all of the resources it will spawn 100% of the time. All you need to do is play with the following three constraints because resources are breaking the posts:

int shortAvoidTradeRoute = rmCreateTradeRouteDistanceConstraint("trade route short", 16.0);
//used to be 6.0, just mess with it until you are happy with it
int avoidTradeRoute = rmCreateTradeRouteDistanceConstraint("trade route", 16.0);
//used to be 10.0, just change it until you are happy with the results
int avoidTradeRouteFar = rmCreateTradeRouteDistanceConstraint("trade route far", 20.0);

You may want to just have them avoid the sockets instead, which you can change.

Re: Durokan's Custom Map Workshop

Posted: 23 Jun 2016, 21:07
by enjoy2play
na the only problem is that the TP is already upgraded. so if u build one u can choose between xp gold food wood etc.. without stagecoaching it.

Re: Durokan's Custom Map Workshop

Posted: 23 Jun 2016, 21:37
by Durokan
enjoy2play wrote:na the only problem is that the TP is already upgraded. so if u build one u can choose between xp gold food wood etc.. without stagecoaching it.


Oh, that is because of the following three lines of code:
rmSetMapType("silkroad1");
rmSetMapType("silkroad2");
rmSetMapType("silkroad3");
Stagecoach tp's are an inherent part of the silkroad mapset, so you have to change the maptype in order to get rid of that. Sadly that will also change the treasure set, but mongolia, yellow river, and himalayas are probably the closest to those sets.

Re: Durokan's Custom Map Workshop

Posted: 05 Jul 2016, 22:13
by forgrin
@Durokan quick question: how would one go about removing all hunts on the following maps:

Pampas Sierras
Arkansas
High Plains
Mendocino
Tassili
Cascade Range

What's the quickest way to do that?

Re: Durokan's Custom Map Workshop

Posted: 05 Jul 2016, 23:13
by Durokan
forgrin wrote:@Durokan quick question: how would one go about removing all hunts on the following maps:

Pampas Sierras
Arkansas
High Plains
Mendocino
Tassili
Cascade Range

What's the quickest way to do that?


Delete all of the "blocks of code" that contains the specific kind of animal to each map in the .xs file.

Example piece of code to remove (this entire screenshot should be deleted):
Image

After you do this you will need to remove the starting hunts from each tc spawn, which can be found if you ctrl + f "for", which will take you to one of a few for loops, just look for one that looks like the following screenshot

Ex:
Image
Delete the lines similar to those I high-lighted; I don't know what they will be called on those maps but it should be relatively straightforwards

Re: Durokan's Custom Map Workshop

Posted: 05 Jul 2016, 23:16
by forgrin
Durokan wrote:
forgrin wrote:@Durokan quick question: how would one go about removing all hunts on the following maps:

Pampas Sierras
Arkansas
High Plains
Mendocino
Tassili
Cascade Range

What's the quickest way to do that?


Delete all of the "blocks of code" that contains the specific kind of animal to each map in the .xs file.

Example piece of code to remove (this entire screenshot should be deleted):
Image

After you do this you will need to remove the starting hunts from each tc spawn, which can be found if you ctrl + f "for", which will take you to one of a few for loops, just look for one that looks like the following screenshot

Ex:
Image
Delete the lines similar to those I high-lighted; I don't know what they will be called on those maps but it should be relatively straightforwards


Perfect, thank you. I'll try it out when I get home.

Re: Durokan's Custom Map Workshop

Posted: 12 Sep 2016, 18:52
by Durokan
The long-awaited Highveld reveal.
@Darwin_

The OBS version is static according to a provided screenshot and the normal version is dynamic. (screenshot is obs)
Image

Let me know if anything needs changing/fixing, would love feedback. (Cliffs are alot harder to control than it may appear, you either get to tell them to point towards the closest edge or away from it, not pick the direction. Custom treasure sets are impossible without a patch like EP)

I still enjoy doing this and will try to be much more punctual in the future, but I was slowed down alot by the thing we call real life.

Re: Durokan's Custom Map Workshop

Posted: 13 Sep 2016, 03:09
by Darwin_
@Durokan
Thank you so much, the map looks great! There are a small thing though that IMO should be changed. I spawned the map a few times, and each time the starting treasures were almost right next to my TC, as well as a plateau. If there is some way you can add in the rms a sort of radius around the TC where cliffs and treasures cant spawn, that would probably fix it. Also, I think a similar thing should be done for all treasures around the map, becuase many spawned right on the edge of the map and looked a little off. Also, I think a few more treasures should be added, as the map is looking a little dry (probably just like 2 more level 2/3 treasures like 50 wood or 95 wood).

Again, thank you so much, and dont worry about the time at all!

P.S. Could this map somehow find its way into the EP map set? I think it is a really interesting map that fills a nice role as a colonial map in between the aggressivness of Cascade, and the defensiveness of Bengal. Would love to hear what Garja, Rikki, and the rest of the patch team thinks!

Re: Durokan's Custom Map Workshop

Posted: 23 Sep 2016, 16:09
by Durokan
Here is my updated template that I went over on this video featured on the eso-c youtube channel.
https://www.youtube.com/watch?v=etnopa0PNUM

Re: Durokan's Custom Map Workshop

Posted: 23 Sep 2016, 16:14
by Gichtenlord
Durokan wrote:Here is my updated template that I went over on this video featured on the eso-c youtube channel.
https://www.youtube.com/watch?v=etnopa0PNUM

Thanks ♥

Re: Durokan's Custom Map Workshop

Posted: 09 Nov 2016, 22:04
by IP Man
Hey @Durokan
Are you still maintaining this?

Re: Durokan's Custom Map Workshop

Posted: 09 Nov 2016, 23:14
by Durokan
IP Man wrote:Hey @Durokan
Are you still maintaining this?

yes, extremely busy next two weeks tho. make a request if you want; i'll do it when i feel like it/have time to do it

Re: Durokan's Custom Map Workshop

Posted: 11 Nov 2016, 11:23
by IP Man
Durokan wrote:
IP Man wrote:Hey @Durokan
Are you still maintaining this?

yes, extremely busy next two weeks tho. make a request if you want; i'll do it when i feel like it/have time to do it


Image

I would like my map to be something like this. About the wall part, There is a map in the game called Regicide-Honshu where people start with walled up base.
Link to the original map: https://wiki.teamliquid.net/starcraft2/Burial_Grounds

Re: Durokan's Custom Map Workshop

Posted: 25 Nov 2016, 00:12
by yohomes
Hey Durokan, still doing maps? I thought of another idea if you are still working on these :)

Map Name: Zagros

Map Size/Player Count: Scalable

Resources

Hunts: Deer. A decent amount

Mines: Good amount of gold mines

Forests: Forests, but in small clumps, across map

Herdables: Sheep

Treasures: None

Identifying Features

Land layout: Has many cliffs representing mountains, sort of like Deccan. The mountain in Cedar Forest made game run slow when near it, so preferably not like that one.

Cliffs: Lots of cliffs

Water: None

Traderoutes: There should be one small trade route at the edge of the map, it only has one trading post slot available, the trade route should not take up alot of room from the rest of the map.

Natives: 2 native settlements, which will later be replaced by the mod as Elamites.


The map is based off the Zagros Mountains east of Mesopatamia, with Elamite natives.

Re: Durokan's Custom Map Workshop

Posted: 05 Dec 2016, 16:42
by Durokan
@IP Man @yohomes

yeah guys i'm still doing this though I didn't get to them before being sucked into finals week(s). I will be done with exam cram on the 16th so i can expect to start working on them after that.

Re: Durokan's Custom Map Workshop

Posted: 07 Dec 2016, 07:57
by Mitoe
Hey Durokan I have a request whenever you get to it.

I'd like to make a version of Tibet with extra resources on it to incentivize longer games, with lots of fighting all around the cliffs.

Image

I have a few pretty specific requests if that's okay :)

1) On the inner ring, there are 2 groups of 2 yaks. Could you change that to 4 groups of 1, with 2 on each side of the inner ring? Just so they're a bit more spread out than they currently are.
2) On the outer ring, could you increase the size of the musk deer hunts by 1, and add 2 extra musk deer hunts? Could you also change the number of mines on the outer ring from 6 to 8, but change the mines from silver mines to tin mines? This leaves the exact amount of gold on the outer ring the same, but might create more conflicts later as players' villagers move closer to the other player's base around the ring.
3) As for each players base, could you change the 1 silver mine to 2 tin mines? For a bit of extra gold but not too much. Can you also change the starting hunt to 5 Ibex's instead of 10? And to compensate for the loss of food in base, add 2 extra ibex hunts to the inner ring.
4) In the middle of the map could you change the hunt of 10 ibex into 2 hunts of 7, and add a silver mine in the middle?

Hopefully this isn't too annoying. Don't worry about the team version of the map for now I guess. XD

Re: Durokan's Custom Map Workshop

Posted: 07 Dec 2016, 15:14
by Durokan
added to third spot on the list

Re: Durokan's Custom Map Workshop

Posted: 11 Dec 2016, 12:42
by Dakta
Just watched your video and tried to play with your template, but I couldn't really find out how to do what I wanted to try. I want a cliff that slowly increases in height similar to a hill with a slope but with the slope going only in one direction.
Is it possible?

Re: Durokan's Custom Map Workshop

Posted: 11 Dec 2016, 13:36
by lemmings121
ok, I'll ask for something that I thing shoud be pretty straight forward:

Make a version of arkansas, but with deccan starting res crates. thats it.
I think we could have a few fun games on this map.

Re: Durokan's Custom Map Workshop

Posted: 11 Dec 2016, 22:11
by site
Curious if this is possible or not...

An edit of Thar Desert where there is a day night cycle, and during the night if you venture out into the desert you take enviromental damage. So you would want to remain in your own TC radius at that time.

Re: Durokan's Custom Map Workshop

Posted: 11 Dec 2016, 22:35
by momuuu
Isnt the desert a harsher environment during day?

Re: Durokan's Custom Map Workshop

Posted: 11 Dec 2016, 22:36
by pecelot
That's an interesting concept... Perhaps making a passage somewhere on the map that gradually damages units, like in the Andes in the Steel campaign :!:

Re: Durokan's Custom Map Workshop

Posted: 11 Dec 2016, 22:38
by site
Jerom wrote:Isnt the desert a harsher environment during day?


I suppose you could argue it either way. Which is worse, the heat or the cold?

I just like the idea of a map that does environmental damage in a logical manner. Perhaps there are extra resources in some area and going there could be fruitful, but it has to be timed because if you venture there at night you could potentially lose all your villagers to the ravages of the wild.

Re: Durokan's Custom Map Workshop

Posted: 26 Dec 2016, 22:02
by yohomes
Hey Durokan. Noticed that the Oasis map is very small. Especially where players start out in. Could you make it a decent amount bigger so players could have a reasonable sized base where they start? Feels too cramped. Also, is there a fix the frame rate drop around the mountain and the edges of the Cedar Forest map?

Re: Durokan's Custom Map Workshop

Posted: 02 Jan 2017, 03:26
by SdC_GralScott
Hi,

Well, I have proposal (please):
Original Map: Indochina.
New map: Indochina Inland

1. Erase Sea.
2. Expand to 3v3.
3. More pop in Nats.
4. Keep a 'river' with one to three crossing parts ( 1v1 to 3v3).
5. No fish in river.
6. Include 8 animal herds (2000 per herd).
7. Include at least 5 mines per player.
8. Keep the trees (not change needed).
9. Erase useless treasures and add good ones.
10.Erase berries.


Thanks for your attention!
Thanks to NiceKing for redirecting me here.