Page 13 of 18

Re: Durokan's Custom Map Workshop

Posted: 29 Jan 2017, 12:27
by IP Man
Durokan wrote:@IP Man @yohomes

yeah guys i'm still doing this though I didn't get to them before being sucked into finals week(s). I will be done with exam cram on the 16th so i can expect to start working on them after that.

Any Updates?

Re: Durokan's Custom Map Workshop

Posted: 05 Feb 2017, 03:22
by yohomes
Actually the last post where I said Oasis needs more room. It doesn't really. But there are uneven amount of gold mines on each side alot of the time. Is there a way to fix it?

Re: Durokan's Custom Map Workshop

Posted: 05 Feb 2017, 07:56
by Ashvin
Jerom wrote:Isnt the desert a harsher environment during day?

desert is harsh 24x7. you more likely to lose your life in a desert at night but you will suffer more during day because of heat(if uts a hot desert of course).

Re: Durokan's Custom Map Workshop

Posted: 05 Mar 2017, 01:01
by Durokan
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
Image


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.

Re: Durokan's Custom Map Workshop

Posted: 05 Mar 2017, 10:14
by pecelot
@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:

Re: Durokan's Custom Map Workshop

Posted: 05 Mar 2017, 13:57
by Durokan
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"

Re: Durokan's Custom Map Workshop

Posted: 05 Mar 2017, 15:41
by Durokan
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

Re: Durokan's Custom Map Workshop

Posted: 16 Mar 2017, 02:03
by Durokan
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

Re: Durokan's Custom Map Workshop

Posted: 16 Mar 2017, 02:07
by Durokan
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

Re: Durokan's Custom Map Workshop

Posted: 22 Mar 2017, 17:23
by IP Man
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)

Re: Durokan's Custom Map Workshop

Posted: 01 Apr 2017, 18:33
by yohomes
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.

Re: Durokan's Custom Map Workshop

Posted: 06 Apr 2017, 19:57
by Durokan
@yohomes
Image
This is what i have for concept art. what do you think of the layout

Re: Durokan's Custom Map Workshop

Posted: 07 Apr 2017, 00:36
by yohomes
That looks really good :)

Re: Durokan's Custom Map Workshop

Posted: 07 Apr 2017, 09:34
by QueenOfdestiny
@Kaiserklein can we now make our own maps?

Re: Durokan's Custom Map Workshop

Posted: 07 Apr 2017, 10:16
by Kaiserklein
u wot

Re: Durokan's Custom Map Workshop

Posted: 07 Apr 2017, 11:49
by QueenOfdestiny
Kaiserklein wrote:u wot

You make a map for me?

Re: Durokan's Custom Map Workshop

Posted: 07 Apr 2017, 12:12
by pecelot
Please keep it on topic in this thread.

Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2017, 16:01
by Durokan
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

Image

Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2017, 17:03
by Durokan
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.
Image

Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2017, 18:10
by site
These last maps sound badass! I'm looking forward to trying them tonight.

Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2017, 18:54
by kami_ryu
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)?

Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2017, 19:03
by lemmings121
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?

Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2017, 19:04
by Durokan
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

Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2017, 19:14
by Durokan
@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.

Image

Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2017, 20:12
by lemmings121
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.