The OFFICIAL dansil92 Maps Thread
Re: The OFFICIAL dansil92 Maps Thread
Water flags are of course the trouble here. I like it for shipping fishing ships and stuff but it would turn into a pond gimmick map. Its a difficult issue but it's easy to solve. As for ponds i mean honestly there's no way to make them perfectly symmetrical (thanks rms!) but both ponds can be controlled by either player so if one pond has more access to tps then i guess thats the one to contest. I think removing the flag might be the way forward then, sadly
Re: The OFFICIAL dansil92 Maps Thread
Mantioba should be ready for public testing tonight, with flags removed. The only trouble I've had since solidifying the layout was the centre tp sockets occasionally not being placed. I am 90% sure its fixed but let me know, with screenshot of minimap if you get a bad spawn, so i can see what is interfering with placement. Will post with files soon
- TheNameDaniel
- Advanced Player
- Posts: 727
- Joined: Sep 13, 2016
- ESO: danielek
- Location: UK
Re: The OFFICIAL dansil92 Maps Thread
Hi Dansil, would it be possible for you to add a little overview of your maps to the esoc maps page / in game. It would really help when clicking through maps to check them out without going in.
-
- Ninja
- Posts: 14364
- Joined: Mar 26, 2015
Re: The OFFICIAL dansil92 Maps Thread
yea that would be great, so many new maps exist nowadays..TheNameDaniel wrote:Hi Dansil, would it be possible for you to add a little overview of your maps to the esoc maps page / in game. It would really help when clicking through maps to check them out without going in.
Re: The OFFICIAL dansil92 Maps Thread
@EAGLEMUTTheNameDaniel wrote:Hi Dansil, would it be possible for you to add a little overview of your maps to the esoc maps page / in game. It would really help when clicking through maps to check them out without going in.
(I've submitted the food/coin and minimaps and such, just needs to be put up as far as i know)
Re: The OFFICIAL dansil92 Maps Thread
On an unrelated note I was messing around with some new code functions I've been working on, heres a basic idea of a possible layout- the code in question is these dense, although passable forests, with decently wide paths between them. Obviously some new constraints and resource placement would be in order but this is the layout I was thinking would be ideal
Feedback welcome of course. Still undecided if it would stay redwoods or if it would be tropical like an asian jungle map, etc. but either is doable quite easily with the code I've written
Feedback welcome of course. Still undecided if it would stay redwoods or if it would be tropical like an asian jungle map, etc. but either is doable quite easily with the code I've written
Re: The OFFICIAL dansil92 Maps Thread
U have a nice brain.. crazy but decent
Kaiser sucks
Garja Noob
grunt the best
Kickass God
BSOP OP
Garja Noob
grunt the best
Kickass God
BSOP OP
Re: The OFFICIAL dansil92 Maps Thread
Manitoba is ready for testing!!! The only trouble I've had since solidifying the layout was the centre tp sockets occasionally not being placed. I am 90% sure its fixed but let me know, with screenshot of minimap if you get a bad spawn, so i can see what is interfering with placement
- Attachments
-
- Manitoba small.xml
- (1.26 KiB) Downloaded 29 times
-
- Manitoba small.xs
- (22.85 KiB) Downloaded 28 times
Re: The OFFICIAL dansil92 Maps Thread
@dansil92 RE the forest path map, definitely recommend keeping it Redwoods and not going jungle. There are enough jungle palette maps, and I think the forest trail theme is better suited to conifers.
I would also recommend adding a bit more wood around the TC - I understand part of the gimmick of the map is that you have a big open space around your base, and eventually you have to go quite far out for resources. However, for the sake of ensuring playstyle diversity, I'd give a fair amount of wood for players to start with. Low starting wood can be a restrictive element, one example of that being Thar Desert, one of the primary complaints on that map being the poor starting wood. I'd say 9-13 starting redwoods (could vary their proximity) ensures that offense/defense using early wood units (read: xbow rush/holding with xbow) remains viable.
Also re: the forest map and Manitoba, I'd recommend adding another terrain texture for beautifying purposes.
I would also recommend adding a bit more wood around the TC - I understand part of the gimmick of the map is that you have a big open space around your base, and eventually you have to go quite far out for resources. However, for the sake of ensuring playstyle diversity, I'd give a fair amount of wood for players to start with. Low starting wood can be a restrictive element, one example of that being Thar Desert, one of the primary complaints on that map being the poor starting wood. I'd say 9-13 starting redwoods (could vary their proximity) ensures that offense/defense using early wood units (read: xbow rush/holding with xbow) remains viable.
Also re: the forest map and Manitoba, I'd recommend adding another terrain texture for beautifying purposes.
Re: The OFFICIAL dansil92 Maps Thread
Thats some really helpful feedback, i appreciate it. For trees (since i haven't touched them yet, its currently 7 on this beta code) i was thinking two stands of trees on opposite sides of the tcs. I agree, the redwoods are so beautiful so I'll definitely stick with that. Im really excited to sit down and code this one when life settles down a bit
Edit re: your edit- theres a brown and green speckling on manitoba though it is quite subtle it is there
Edit re: your edit- theres a brown and green speckling on manitoba though it is quite subtle it is there
Re: The OFFICIAL dansil92 Maps Thread
Added Cerrado, Chupat, Guatemala, Nahanni, Yalu River, Zavkhan.dansil92 wrote:@EAGLEMUTTheNameDaniel wrote:Hi Dansil, would it be possible for you to add a little overview of your maps to the esoc maps page / in game. It would really help when clicking through maps to check them out without going in.
(I've submitted the food/coin and minimaps and such, just needs to be put up as far as i know)
Re: The OFFICIAL dansil92 Maps Thread
i'm working in some new maps..
Kaiser sucks
Garja Noob
grunt the best
Kickass God
BSOP OP
Garja Noob
grunt the best
Kickass God
BSOP OP
- lemmings121
- Jaeger
- Posts: 2673
- Joined: Mar 15, 2015
- ESO: lemmings121
Re: The OFFICIAL dansil92 Maps Thread
dont you mean MALVINAS?dansil92 wrote:Falklands
spoiler
Re: The OFFICIAL dansil92 Maps Thread
I actually originally had the map named malvinas but was told falklands was more appropriate
- dutchdude117
- ESOC Community Team
- Posts: 232
- Joined: Apr 24, 2015
- ESO: Dutchdude117
- Location: USA California
Re: The OFFICIAL dansil92 Maps Thread
Looks awesome! Can't wait to try it
Re: The OFFICIAL dansil92 Maps Thread
do what u want bro.. take outline and use your magic hand bro ^^dansil92 wrote:@look I'd need more elaboration on exactly what you'd want in the map but its quite simple to make a map like you've laid out
Kaiser sucks
Garja Noob
grunt the best
Kickass God
BSOP OP
Garja Noob
grunt the best
Kickass God
BSOP OP
- Black_Duck
- Dragoon
- Posts: 347
- Joined: Mar 4, 2018
- ESO: Tom
- Location: London
- Clan: DUKC
Re: The OFFICIAL dansil92 Maps Thread
This is the funniest post on the whole website.
Challenged_Macro wrote: Respect Mussolini guys,if hes triggered there is always a reason.
Mussolini wrote: I hope corona gets you, your family and all your fuckin relatives as you fuckin deserve it for being cocky
Re: The OFFICIAL dansil92 Maps Thread
Small update to Manitoba regarding feedback from testing. Tp-despawn bug is 100% fixed based on 25 spawns of varying sizes. Slight change to textures. Ponds are now more symmetrical and consistent in 1v1, still has dynamic variability in team spawns and ffa
- Attachments
-
Re: The OFFICIAL dansil92 Maps Thread
Oregon, my forest map, is ready for testing!
Any feedback is welcome, and if you need help with getting it ingame, feel free to ask
1v1
3v2 (to show team spacing)
FFA
Any feedback is welcome, and if you need help with getting it ingame, feel free to ask
1v1
3v2 (to show team spacing)
FFA
in game appearance
- Attachments
-
- Oregon.xs
- (22.1 KiB) Downloaded 29 times
-
- Oregon.xml
- (491 Bytes) Downloaded 31 times
Re: The OFFICIAL dansil92 Maps Thread
I hereby make a request for a snowier version of the Alaska map ty
Re: The OFFICIAL dansil92 Maps Thread
Its super consistent for resource placement but needs some gameplay. SamuraiRevolution tested the ffa spawn yesterday but I'd like feedback on 1v1 and 2v2 spawns. Possible changes would be additional ramps between high and low areas, slight shifting to tp route placement and possibly splitting the route to top and bottom routes.
spoiler
- Ghost_Imperator
- Skirmisher
- Posts: 110
- Joined: Feb 3, 2019
- ESO: Ghost_Imperator
- Location: Russia
Re: The OFFICIAL dansil92 Maps Thread
Looks good. The only thing that makes me confused is the placement of trees. It's a screen of FFA version of the map I guess, so that's probably normal thing for FFA maps, isn't it? Or it's just an unusual high view on map for me idk.
In general gj dude
In general gj dude
Who is online
Users browsing this forum: No registered users and 6 guests