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United States of America noissance
Howdah
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ESO: UCanWinNewCivsAndMap
Location: United States

19 Apr 2017, 01:48

is it possible to make respawning mines, trees, and animls?
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

19 Apr 2017, 01:57

noissance wrote:is it possible to make respawning mines, trees, and animls?

no idea, I have very little experience with triggers. Riki would probably know
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No Flag born2believe
Skirmisher
Posts: 143
Location: Slovenia

19 Apr 2017, 06:50

noissance wrote:is it possible to make respawning mines, trees, and animls?

I know @Interjection did some of that for his small FFA map.
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
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Poland pecelot
Retired Contributor
Donator 02
Posts: 8004
ESO: Pezet
Location: Warsaw, Poland

19 Apr 2017, 07:05

Durokan wrote::(

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.

I ran it on EP in SP, will try again when I'm back home tonight.
:ear:
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European Union Interjection
ESOC Media Team
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ESO: Interjection
Location: United Kingdom

19 Apr 2017, 08:04

Not that I have any experience making maps, but as far as I'm aware, anything you can do in the scenario editor, you can do in XML. I think Aizamk would know best
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

19 Apr 2017, 14:59

Hey all. Here is an updated bunch of screenshots I took of my maps. Not all of them are in there, but I covered just about every one that is entirely my own map; I did not cover map modifications/fixes. They are in Alphabetical order. New maps are bolded. Hex has been removed and replaced with Lake Tahoe. El Dorado has been released as it wasn't already lol?

Antarctica

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Acropolis

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Black Forest

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Bosphorus

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Burial Grounds

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Canadian Prairies

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Cedar Forest

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Coastal Plains

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Cumberland Plateau

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El Dorado

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Fertile Crescent

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Gold Rush

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Green Mountain Pass

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Guinea

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Highveld

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Jebel Musa

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Lake Tahoe

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Mediterranean Basin

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Mt. Fuji

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Nile River

Image

Oasis

Image

Ottawa

Image

Radanje

Image

Savanna

Image

Xel Naga Caverns

Image

Zagros

Image
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

19 Apr 2017, 15:02

Here is the release for El Dorado. It was originally commissioned by Zuta ages ago and I guess I forgot to upload it. :uglylol:

Image
Attachments
Zuta.xml
(491 Bytes) Downloaded 15 times
Zuta.xs
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France kami_ryu
ESOC Community Team
Posts: 1011
ESO: kami_ryu & incognoto
Location: Denver, CO, USA, Earth, Milky Way, Virgo Supercluster

19 Apr 2017, 20:02

WOW I really want to play on that Oasis map
[explicit].
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Poland pecelot
Retired Contributor
Donator 02
Posts: 8004
ESO: Pezet
Location: Warsaw, Poland

19 Apr 2017, 21:06

@Durokan, the crossing on DK Bosphorus doesn't work on EP, I tested several times to be sure :!:
:ear:
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

19 Apr 2017, 21:13

@pecelot

Works on RE for you? I will look in to it on EP in a few hours
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Poland pecelot
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19 Apr 2017, 21:14

Yes.
:ear:
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

19 Apr 2017, 21:16

pecelot wrote:Yes.

rip. It's possible that they dedicated the cinematic block for something else or that the triggers are broken on EP, but I have no idea.

An unrelated random question, did EP remove the ability to garrison units in fishing boats? If you don't know, it would be nice if you could test that. If not, I can when I get back to my room.
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Poland pecelot
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ESO: Pezet
Location: Warsaw, Poland

19 Apr 2017, 21:20

No, it did not — 3 days ago I loaded 10 petards into one fishing boat and then didn't use it throughout the entire game :uglylol:
:ear:
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

19 Apr 2017, 21:23

pecelot wrote:No, it did not — 3 days ago I loaded 10 petards into one fishing boat and then didn't use it throughout the entire game :uglylol:

If a patch didn't come out since then, then maybe the anticheat is just good enough to stop it for technical reasons :/

I'll ask around
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

20 Apr 2017, 19:05

pecelot wrote:@Durokan, the crossing on DK Bosphorus doesn't work on EP, I tested several times to be sure :!:

riki said it's likely due to a bug with the "rmGetUnitPlaced" command on the EP which means I can't fix the issue. possibly something to due with the mercenaries.xs file.

It is not an anti-cheat issue

The code works just fine on RE though :sad:
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Poland pecelot
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ESO: Pezet
Location: Warsaw, Poland

20 Apr 2017, 20:37

That's ok :flowers:
:ear:
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

28 May 2017, 12:39

Added a newer version of my template to the pinned card on the front page. It has code for a second traderoute, commands to move the red loading bar in the loading screen, better optimized loading times which will affect maps made from it with more than two players drastically, and some other new features that I added a while ago.
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Romania mandosrex
Musketeer
Posts: 51

01 Jul 2017, 10:05

@Durokan I need your help. I lost something very useful and I cannot find it anymore. I thought I got it from here but I don't see it in any of the threads.
It was an image of a minimap and it had sections with coordinates for placing things painted on it.

Something like this:
Image

I only remember that the middle was 5.5 or something like that. Help.
Thank you.
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

01 Jul 2017, 12:30

@mandosrex
you're right, I could have sworn it was linked around here in the useful links page

Image
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Romania mandosrex
Musketeer
Posts: 51

01 Jul 2017, 12:51

Ah, yes! Thank you.

I said this before but I want to say it again: many thanks for the amazing maps you've made.
They were very useful for my mod's expansion into Africa and Oceania.

Keep it up!
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Romania mandosrex
Musketeer
Posts: 51

03 Jul 2017, 16:52

@Durokan I have a small request if you you would like to help me.

I can't figure out how player spawning works to change it on my own and I want to ask if you could change spawn locations on your Highveld map.
I will convert Highveld into a south African map where every player will start with a Star Fort (like this https://www.gamerstemple.net/games6/000 ... 879s11.jpg), but in order to do this each player needs a lot of space for their base/fort to spawn, plus more space for additional buildings. They need space both between players (when there are allies) and between the base and the edge of the map.

I tried drawing how I would like the spawns to be bellow:

Image
8 players, 2 teams

Image
free for all

I know the drawings are not perfectly symmetrical but I'd like the spawns to be if possible.
I will also remove the cliffs and maybe move the natives a little more to the center and that should be it.
Thank you.
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

03 Jul 2017, 18:37

@mandosrex
Here is a version of highveld_optimized that explains how the spawn commands you will need work and shows how to properly use them. I didn't put the town centers exactly as you wanted them, but they are somewhat close. If you still can't figure it out with these resources relatively quickly then drop another message here and I'll adjust them for you. I also have some screenshots that I just made that go well with the documentation.

What's different in this version of the map?
Substantially faster load times, especially with more than 2 players
loading bar
cliffs commented out but still in the code
documentation on spawn commands

Lines

Image

Circles

Image

Arcs

Image
Attachments
highveld_optimized.xml
(547 Bytes) Downloaded 5 times
highveld_optimized.xs
(24.25 KiB) Downloaded 4 times
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Romania mandosrex
Musketeer
Posts: 51

05 Jul 2017, 20:56

Well, Durokan, I still didn't understand fully how it works but I managed to get the spawns that I want and that's perfect.
Thank you again!
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Romania mandosrex
Musketeer
Posts: 51

07 Aug 2017, 21:31

Hey @Durokan !
I kept thinking about a map, looked around but didn't find any which matched what I wanted.
So the only solution left was to ask you. I'd like to request a water map similar to Ceylon, but with player islands bigger, placed more symmetrical and not so random like in Ceylon and the center island a bit smaller.
I will use the map as Hawaii in my mod. Here's a badly made drawing:

Image

Ok, maybe the player islands should be a bit bigger than in the drawing.
I could maybe change Ceylon to match this, but I need help with that as well (island sizes, spawns and all that).
Thank you for all your help!
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United States of America Durokan
ESOC Maps Team
Posts: 894
ESO: Durokan

08 Aug 2017, 20:55

mandosrex wrote:Hey @Durokan !
I kept thinking about a map, looked around but didn't find any which matched what I wanted.
So the only solution left was to ask you. I'd like to request a water map similar to Ceylon, but with player islands bigger, placed more symmetrical and not so random like in Ceylon and the center island a bit smaller.
I will use the map as Hawaii in my mod. Here's a badly made drawing:

Image

Ok, maybe the player islands should be a bit bigger than in the drawing.
I could maybe change Ceylon to match this, but I need help with that as well (island sizes, spawns and all that).
Thank you for all your help!

I would suggest modifying my map "Acropolis" which is exactly what you want but in a different form. The way the acropolis map works is that it places the base map and then places the cliffs for each player at the same time as it places the TC followed by all of the resources. You could look through the code and start by changing the base of the map to be water so that you have a bunch of TC cliffs in the right place. Then convert those cliffs to normal land and make them the right size by changing the radius for the area such as in:

rmSetAreaSize(acropolis, 0.025, 0.025);

Keep both of those numbers the same, but make them larger or smaller.

Then when you are done with that make the island in the center.

Let me know how it goes and I can offer you a few more tips if you get stuck and If you get too stuck I can do it for you.

Also, do you mind if I post the chat logs from our PM conversation (for mirroring the last map) into this thread so that others can learn from it? I would do it in one large post and edit it to keep the informative stuff only
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