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United States of America Durokan
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ESO: Durokan

05 Mar 2017, 01:01

Here's Zagros
@yohomes

The map is done, just comment out treasures and replace the Jesuit natives for the mod.
Image

Let me know if anything needs changing/fixing, would love feedback. (Let me know if you get lag issues with the cliffs. I tried a new approach to mountains that will hopefully be nicer (cake stacks) instead of a ball.) Let me know what you think/give feedback.

Still doing this stuff btw, it just takes (alot) longer.

Inspiration here
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Something I found this morning: Performance on Cedar Forest especially near the mountain will be way better if you don't use the "amsterdam evening" lighting set. ("great plains" still looks good, though you lose some of the fog effect) Things with many facets (cliffs and hills with a lot of altitude variance) seem to cause lag issues when rendering lots of shadows from my personal experience.
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Poland pecelot
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05 Mar 2017, 10:14

@Durokan , the map looks great for me, it's not laggy, though you can't upgrade the trading routes — I'm not sure if it's intentional :hmm:
:ear:
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United States of America Durokan
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05 Mar 2017, 13:57

pecelot wrote:Durokan , the map looks great for me, it's not laggy, though you can't upgrade the trading routes — I'm not sure if it's intentional :hmm:

Lol rip, should be fixed now. (hopefully). TAD maps are supposed to have "water" traderoutes instead of "dirt" and I forgot to set it to that. Was not intentional.

If you don't want to redownload just CTRL F "dirt" and change both instances to "water"
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United States of America Durokan
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05 Mar 2017, 15:41

Here is a teaser for the upcoming burial grounds map/progress I have

Image


This is just the highest altitude section (more cliffs will be added), and while it doesn't 100% match the spec I think it's turning out well. The cliffs are super painstaking to do because I have to do each turn and corner individually, but it's gonna be super cool when it's done. This is just a piece of the coordinate code I'm doing for it if you guys are interested at all :P

Image


Image


I don't really know when it's going to be done but hopefully soon but who knows.






Ip Man, what do I do about the trees? I don't see them anywhere in the spec
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United States of America Durokan
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16 Mar 2017, 02:03

Hey guys here are some of my ideas for upcoming water map "updates". These are ideas I had about changing some existing maps to be more fun and competitive for people who don't like water. Let me know what you think. The orange and yellow dots are one way teleporter and receiver nodes respectively. A black center means it is the sender node and a black outside means it is the receiver node. The resources are not balanced in the current maps, only placeholders. The maps with two town centers would ideally not start with two sets of villagers.

If you guys are inspired by anything in the following screenshot feel free to add or change to it. All of these won't be being made, they are just concepts and ideas and I wanted to see if any of them stand out

Image
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United States of America Durokan
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16 Mar 2017, 02:07

The last two map shapes are (lombardy and morea) are from the KnB mapset and would be changed alot

Credit goes to riki for creating the functional teleporters
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No Flag IP Man
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22 Mar 2017, 17:23

Hey @Durokan
I just saw your post. The second Teaser picture looks very good.
About trees, i am not sure. IS it possible to make the trees spawn randomly without interrupting the map layout and also maitainig a health number of trees for civs who might want to wall up and FF/FI vs agrresive civs ( brit/japan/port vs russia/india/aztec)
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No Flag yohomes
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01 Apr 2017, 18:33

Hey Durokan, I got another map idea. I really appreciate all the maps you've done so far :).

Map Name: Sicily

Map Size/Player Count: It should scale Dynamically (it allows FFA, 1v1, 2v2, 3v3, 4v4. No OBS.)

Resources

Hunts: Medium amount of hunts, deers mainly.

Mines: About 3-4 mines per player, evenly distributed throughout the island.

Forests:Should have small clumps of trees. Not in large forests, just small groups (maybe 3-10?), but a good amount, so that there is enough wood for this map, for buildings and ships.

Herdables: Small amounts of cows/sheep throughout the island.

Treasures: No treasures.
Identifying Features

Land layout: The map is based on the island of Sicily below Italy. It is mountainous and surrounded by water.

Cliffs: Mountains like the island of Sicily.

Water: The island is surrounded by water on all sides. Excellent fishing. There is no other islands or any parts of Italy on the map. Like the borneo map in aoe3
Traderoutes: It has a traderoute running from South to North on the Island. There are two sockets, one near the top, and one near the bottom.

Natives: No natives.
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United States of America Durokan
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ESO: Durokan

06 Apr 2017, 19:57

@yohomes
Image
This is what i have for concept art. what do you think of the layout
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No Flag yohomes
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07 Apr 2017, 00:36

That looks really good :)
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Germany queenofdestiny
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07 Apr 2017, 09:34

@Kaiserklein can we now make our own maps?
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France Kaiserklein
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07 Apr 2017, 10:16

u wot
kickass_OP wrote:lbs vs cavs no is good

look wrote:Detail, garja was cattle for slaughter in my hands.

look wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
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Germany queenofdestiny
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07 Apr 2017, 11:49

Kaiserklein wrote:u wot

You make a map for me?
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Poland pecelot
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07 Apr 2017, 12:12

Please keep it on topic in this thread.
:ear:
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United States of America Durokan
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ESO: Durokan

18 Apr 2017, 16:01

Hello everyone. This is my take on AOE_Fan's Bosphorus map from the KnB mod. All resources except fish have been redone and a heavily forested area on each side has been added, as well as trade routes. It is the first map I have posted here that features the teleporters I had mentioned in an earlier post.

The teleporters take the place of bridges or land that both boats and units can cross. The idea is that there should be a land bridge across for the two players but that boats are also capable of crossing through the strait. The two trade routes do not have their stagecoach upgrade linked but it is something I would consider changing.

Hope you all enjoy

teleportation does not always work on the EP due to something entirely out of my control

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United States of America Durokan
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18 Apr 2017, 17:03

Hey guys, here is IP Man's request for a map similar to burial grounds.
It isn't really possible to my knowledge to place the destructible walls as per the spec. The ones on Honshu Regicide are part of their own specific unit grouping made for Honshu specifically.
Everything else should have made it in though. Let me know if anything needs changing or if you want me to attempt to make those walls out of trees.
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United States of America site
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Location: Oklahoma, USA

18 Apr 2017, 18:10

These last maps sound badass! I'm looking forward to trying them tonight.
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France kami_ryu
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Location: Denver, CO, USA, Earth, Milky Way, Virgo Supercluster

18 Apr 2017, 18:54

Durokan wrote:Hello everyone. This is my take on AOE_Fan's Bosphorus map from the KnB mod. All resources except fish have been redone and a heavily forested area on each side has been added, as well as trade routes. It is the first map I have posted here that features the teleporters I had mentioned in an earlier post.

The teleporters take the place of bridges or land that both boats and units can cross. The idea is that there should be a land bridge across for the two players but that boats are also capable of crossing through the strait. The two trade routes do not have their stagecoach upgrade linked but it is something I would consider changing.

Hope you all enjoy

Image


Sounds really neat, but could you skin it to make sense (i.e. tunnel or bridge)?
[explicit].
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Brazil lemmings121
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18 Apr 2017, 19:03

lemmings121 wrote: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.


you think thats possible?
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United States of America Durokan
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ESO: Durokan

18 Apr 2017, 19:04

yeah sure it should be super easy, give me a minute. thanks for the bump. I can't test it but i'll upload it untested and test it when i get back to my room later this evening
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United States of America Durokan
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18 Apr 2017, 19:14

@lemmings121

Here is the Arkansas map with extra crates. It was pulled from the most recent EP update so the pictures will be broken on RE patch but it should load fine.

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Brazil lemmings121
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18 Apr 2017, 20:12

Durokan wrote:@lemmings121

Here is the Arkansas map with extra crates. It was pulled from the most recent EP update so the pictures will be broken on RE patch but it should load fine.


cool thanks :)
that should bring back some 'QS RANDOM BS WTF' to esoc games.
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Poland pecelot
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18 Apr 2017, 20:14

Great work by the Gator!

But how does it work? :? :? :?

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:ear:
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United States of America Durokan
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ESO: Durokan

19 Apr 2017, 01:00

Here's a second round of map concepts. The lattice looking things or criss crossy blues are shorthand for large scale berry obstructions if red, a lattice shape land and shallow water if dark blue, or pots of deep water and some land if light blue.
Any of the quarry type maps could take on a teleporter or two to mimic a tunnel for transportation if it feels and looks good, but they don't have them in the concept currently

Image

Lake ESOC
This map would could be static map with hard coded resource placements to be extremely balanced. It would have water shaped into the shape of the ESO-C acronym with traderoutes as well. It would likely feel and play similarly to the classic fan-favorite great plains. It could have a variation for each past tournament paying tribute to each of the past victors all rolled into one map, such as letting them pick the natives, pick a favorite tree or hunt type, etc. The map texture would correspond to the season in which the victor took the tournament title.

Mountain Pass/Macedon
This map would have one of the three trade route variations listed and was inspired by Joutenheim from AOM. The black diamonds are diamond shaped cliffs akin to what my Ottawa map has.

Georgia Marsh
This map would have the trade route in one of two variations running towards a cliff. There would be a collection of small ponds in the blue marshy area which would make pathing really bad but would still allow travel. The trees on the right side of the map would become denser as they get close to the edge of the map

Shenandoah
This valley takes place between two mountain ranges in Virginia, USA. It has fertile farmland and would have organized berry bushes hanging around the middle of the map causing a suitable obstruction. It could also have mills or plantations scattered around for flavor and a quick resource grab if necessary. If we went very extreme, it could even have very few hunts and lots of berries and mills/plantations, though it would probably not be as competitive, or possibly just a really strong japan map.

Quarries(Sunken, Batts Combe, West Roxbury)
All of these quarries are "cake stacks" of cliffs progressing downwards, sort of like a tibet with altitude inverted.

Piedmont would take place in a similar region to Shenandoah VA though it would have a central plateau based off of Burial Ground's cliff. It would have two traderoutes and some "floating garden" water and land lattices off to the side.
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United States of America Durokan
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ESO: Durokan

19 Apr 2017, 01:16

pecelot wrote:Great work by the Gator!

But how does it work? :? :? :?

Image


:(

I tried testing for bugs before I uploaded and I thought I got them all but maybe not. I haven't been able to reproduce so far but it obviously doesn't work. I have tested both in scenario editor and on eso. Where were you playing and where did it occur?

Image

It is likely do to the fact that a tree was placed exactly on top of the invisible unit which you teleport to which would cause it to despawn, or maybe the traderoute is on top of it or something.

Image

As you have figured out, flags are senders, invisible "cinematic blocks" are receivers.
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