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Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 07:29
by iNcog
I love these maps, makes me want to play on them :P

How are you distributing the coin mines so evenly, btw

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 11:31
by Durokan
iNcog wrote:I love these maps, makes me want to play on them :P

How are you distributing the coin mines so evenly, btw

I tell it to place all of the mines at the center of the map, with the ability to fluctuate as far as 95% of the map radius. I then tell coin to avoid itself by 60 meters or something.

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 12:29
by iNcog
Hmm yeah that makes sense, I think I tried something similar with Guinea

How is the number of mines defined?

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 12:35
by Durokan
iNcog wrote:Hmm yeah that makes sense, I think I tried something similar with Guinea

How is the number of mines defined?


SomeNumberOfMines * cNumNonGaiaPlayers
Its probably 4*players, maybe 5 or 6

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 12:37
by iNcog
Nice, thanks! Keep up the nice work, these are really nice maps :)

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 13:40
by pecelot
Great job, I'm looking foward to playing on the Savanna map!
By the way, what is the difference between Canadian Praries and Mongolia?

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 13:42
by iNcog
good hunts, probably

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 13:46
by Durokan
pecelot wrote:Great job, I'm looking foward to playing on the Savanna map!
By the way, what is the difference between Canadian Praries and Mongolia?


I didnt use any code from mongolia. I didn't use mongolia as a reference either.

There are no natives, it sets up the forests differently, different textures and treasures, etc

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 13:49
by pecelot
No offence or anything, just wondering about it because the design is pretty much the same. You do great work of course, but why would anyone want such a map when it already exists even on RE version of the game? :D Obviously I'm concerned there are different textures, treasures I imagine, so maybe actually it can be a nice variation from the standard Mongolia. :)

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 13:58
by iNcog
tbh myself i kind of like it and i think that it's sufficiently different from mongolia. abscence of livestock is huge (same with mongol scout). however, what also matters is that that looks like a vanilla map, where mongolia does not exist

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 14:03
by pecelot
Oh, that's a key factor actually, yeah. It just looks so similar in terms of the design, but personally I prefer coyotes to tigers xD So yeah, my bad. Great job nonetheless!

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 14:22
by Imperial Noob
Durokan wrote:@Imperial Noob

Finished the map. You are the current record holder for longest wait time with 18 days. :)


18 days is infinitely better than "to have an idea of a map". Thanks Durokan! :)

There is a problem with elephants though. They always spawn unequally. Mostly on just one side of the map. If you could fix this, then the map would do just fine.

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 14:36
by Darwin_
@Durokan

You are amazing! Thank you so much for all the maps you've done! Canadian Praries is a hit amongst all the people I play with. I have a few more ideas for some possibly EP-worthy maps but Ill wait to share them until you have a little less of your plate. ;)

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 14:41
by Darwin_
pecelot wrote:No offence or anything, just wondering about it because the design is pretty much the same. You do great work of course, but why would anyone want such a map when it already exists even on RE version of the game? :D Obviously I'm concerned there are different textures, treasures I imagine, so maybe actually it can be a nice variation from the standard Mongolia. :)


Yeah my intent with the idea was to have the layout be almost exactly the same, except with a more reasonable amount of hunt/mines, and no natives. I love mongolia but really only Otto, Dutch, China, and India could be at all competitive on it. What I just wanted to do was bring one of my favorite layouts/designs back from obscurity, and update it to be far more competitive and fun to play on. :)

Re: Durokan's Custom Map Workshop

Posted: 25 Mar 2016, 14:49
by Durokan
Imperial Noob wrote:
Durokan wrote:@Imperial Noob

Finished the map. You are the current record holder for longest wait time with 18 days. :)


18 days is infinitely better than "to have an idea of a map". Thanks Durokan! :)

There is a problem with elephants though. They always spawn unequally. Mostly on just one side of the map. If you could fix this, then the map would do just fine.


added to the bug fix list

Re: Durokan's Custom Map Workshop

Posted: 26 Mar 2016, 02:17
by Durokan
@Darwin_

Hey, finished your map. Had spare time and motivation so I had a pretty quick turn-around. I will be gone all day the 26th so I can't fix bugs until the 27th. Please do still let me know if anything needs changing. (Note, mines in 1v1 OBS do not spawn on opposite sides of the TC like they do for the scaling version. Couldn't get it to work tonight; will attempt again later.)

Re: Durokan's Custom Map Workshop

Posted: 26 Mar 2016, 02:18
by Durokan
Here is the finished version of Coastal Plains. It has both an OBS and scaling version for TAD and vanilla.
Image

Vanilla files can be found at this link:
viewtopic.php?f=33&t=4748&start=200#post_content128972

Re: Durokan's Custom Map Workshop

Posted: 26 Mar 2016, 12:24
by Darwin_
Durokan wrote:Here is the finished version of Coastal Plains. It has both an OBS and scaling version for TAD. No vanilla version (wasn't requested but could easily be added)

Image


Oh whoops, I forgot to ask for a nilla version. If you could whip one up that would be great!

Re: Durokan's Custom Map Workshop

Posted: 26 Mar 2016, 12:38
by yemshi
I dunno what this is all about ( I did not read the thread) but it seems this map has like enough space for one house behind the TC.

Re: Durokan's Custom Map Workshop

Posted: 26 Mar 2016, 12:47
by Atomiswave
Are there 1v1/2v2 top vs bottom maps in durokan's collection? BTW, great work, kudos to durokan.

Re: Durokan's Custom Map Workshop

Posted: 26 Mar 2016, 13:26
by Darwin_
yemshi wrote:I dunno what this is all about ( I did not read the thread) but it seems this map has like enough space for one house behind the TC.


No I've tested it like 5 times, and there was always 2 or more tc widths behind the TC.

Re: Durokan's Custom Map Workshop

Posted: 27 Mar 2016, 02:37
by momuuu
yemshi wrote:I dunno what this is all about ( I did not read the thread) but it seems this map has like enough space for one house behind the TC.

Seems similair to yukon. Its narrow but fine mostly.

Re: Durokan's Custom Map Workshop

Posted: 30 Mar 2016, 18:46
by yohomes
Hey Durokan, I've got another request if you're still doing these.
Map Name: Oasis

This map is based off the Age of Empires 1 Map: Oasis.

Map Size/Player Count: It should scale Dynamically (it allows FFA, 1v1, 2v2, 3v3, 4v4. No OBS.) OR it should be for any 1 of the following: 1v1, 2v2, 3v3 with OBS

Resources

Hunts: Deer and elephants, also berry bushes. These are throughout the map, also a good amount in the center oasis.

Mines: Some mines on outside near desert area. There are more mines in the center oasis pushed to the outer edge of the green area near the cliffs.

Forests: Forests on the outside, and also in the oasis area.

Herdables: None

Treasures: Treasures are artifacts. This is kind of like a sheep in that it changes control based on what player has a unit near it. Also there will be ruins (a building the size of a standard building (TC, barracks) , 1 of them will be on the center island that is surrounded by water, than the green oasis area. The other four will be on the sides of the cliffs overlooking the oasis.

Identifying Features

Land layout: Land is the middle section, with the desert on outside, cliffs leading into the lower oasis, the lake in the middle, and the small island only housing the middle ruins and some space to land units. The outside sections are desert and are seperated by water, although sometimes the water will cut halfway across a big section and not truely cut it in half.

Cliffs: Cliffs surrounding oasis, with different pathways into the oasis. and some that make sort of mountains on the outside land areas.

Water: Water between the major land areas as described, there are many shallows.

Traderoutes: None

Natives: No natives.

Screenshot/Drawing of Minimap if possible
Image

Re: Durokan's Custom Map Workshop

Posted: 31 Mar 2016, 12:43
by Darwin_
Hey Durokan, this map is another in my list of competitive maps that I would love to get on the EP. If this map could have some more terrain texture mixing (instead of just flat, like canadian prairies) that would be great. Thanks for all you've done for me!

Map Name: Cumberland Plateau

Map Size/Player Count: 1 scaling map, and one 1v1 OBS. Nilla versions would be great also.

Resources

Hunts: Medium hunts of deer and Elk. Not super high hunt, but still a good amount, if you know what I mean. There should be one starting hunt of 6 elk, one similarly sized hunt fairly near, and the third should be a ways away.

Mines: A lot of mines, one starting Gold mine, with 5 other gold mines and 4 silver mines around the map.

Forests: Dense patches evenly placed around the map, one behind the TC.

Herdables: None

Treasures: Thinking New England treasure set here.

Identifying Features

Land layout: Similar to Himalayas.

Cliffs: A mesas and plateaus everywhere.

Water: None

Traderoutes: One trade route in the center with 3 sites. It runs from Northwest to Southeast

Natives: None

Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2016, 00:38
by Durokan
Hey guys, I've been pretty quiet in this thread recently. I've been doing alot of work for the EP as well as playing other games and keeping up with sports/schooling. Over the next few days I plan finishing most of the active requests. For now this is what I can show you guys

(n0el's Ottawa)
Image
This map is very balanced for 1v1! It isn't very random but has a very nice flow to it.

Image
It has one of my custom mixtures too! (sag ground 3/1/6)

This map is hopefully going to feature towers that convert based on who has the most units near them, a very cool feature!