The OFFICIAL dansil92 Maps Thread

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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

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
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

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
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Re: The OFFICIAL dansil92 Maps Thread

Post by TheNameDaniel »

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.
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Re: The OFFICIAL dansil92 Maps Thread

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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.
yea that would be great, so many new maps exist nowadays..
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

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.
@EAGLEMUT

(I've submitted the food/coin and minimaps and such, just needs to be put up as far as i know)
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Post by dansil92 »

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
unknown-10-1.png
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
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Re: The OFFICIAL dansil92 Maps Thread

Post by look »

U have a nice brain.. crazy but decent
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Post by dansil92 »

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 :flowers:
manitoba.jpg
manitobaZoom.jpg
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Manitoba small.xml
(1.26 KiB) Downloaded 29 times
Manitoba small.xs
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Re: The OFFICIAL dansil92 Maps Thread

Post by Cometk »

@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.
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

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
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Re: The OFFICIAL dansil92 Maps Thread

Post by EAGLEMUT »

dansil92 wrote:
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.
@EAGLEMUT

(I've submitted the food/coin and minimaps and such, just needs to be put up as far as i know)
Added Cerrado, Chupat, Guatemala, Nahanni, Yalu River, Zavkhan.
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Re: The OFFICIAL dansil92 Maps Thread

Post by look »

i'm working in some new maps..
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Post by look »

New Map

Tomjul

@dansil92 can u do that?
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Re: The OFFICIAL dansil92 Maps Thread

Post by lemmings121 »

dansil92 wrote:
Falklands
dont you mean MALVINAS?
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

I actually originally had the map named malvinas but was told falklands was more appropriate
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

Spicy preview
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Re: The OFFICIAL dansil92 Maps Thread

Post by dutchdude117 »

Looks awesome! Can't wait to try it
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

@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
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Re: The OFFICIAL dansil92 Maps Thread

Post by look »

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
do what u want bro.. take outline and use your magic hand bro ^^
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Re: The OFFICIAL dansil92 Maps Thread

Post by Black_Duck »

look wrote:New Map

Tomjul

@dansil92 can u do that?
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

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
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

Oregon, my forest map, is ready for testing! :flowers:
Any feedback is welcome, and if you need help with getting it ingame, feel free to ask
1v1
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3v2 (to show team spacing)
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FFA
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in game appearance
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Re: The OFFICIAL dansil92 Maps Thread

Post by rsy »

I hereby make a request for a snowier version of the Alaska map ty
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Re: The OFFICIAL dansil92 Maps Thread

Post by dansil92 »

unknown-29.png
unknown-36.png
Just a little preview of a map I'm workin on. Sort of a tibet/great lakes vibe but with that open barren centre like thar desert
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.
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Re: The OFFICIAL dansil92 Maps Thread

Post by Ghost_Imperator »

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 :chinese:
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