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Re: Durokan's Custom Map Workshop

Posted: 18 Apr 2017, 20:14
by pecelot
Great work by the Gator!

But how does it work? :? :? :?

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Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 01:00
by Durokan
Here's a second round of map concepts. The lattice looking things or criss crossy blues are shorthand for large scale berry obstructions if red, a lattice shape land and shallow water if dark blue, or pots of deep water and some land if light blue.
Any of the quarry type maps could take on a teleporter or two to mimic a tunnel for transportation if it feels and looks good, but they don't have them in the concept currently

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Lake ESOC
This map would could be static map with hard coded resource placements to be extremely balanced. It would have water shaped into the shape of the ESO-C acronym with traderoutes as well. It would likely feel and play similarly to the classic fan-favorite great plains. It could have a variation for each past tournament paying tribute to each of the past victors all rolled into one map, such as letting them pick the natives, pick a favorite tree or hunt type, etc. The map texture would correspond to the season in which the victor took the tournament title.

Mountain Pass/Macedon
This map would have one of the three trade route variations listed and was inspired by Joutenheim from AOM. The black diamonds are diamond shaped cliffs akin to what my Ottawa map has.

Georgia Marsh
This map would have the trade route in one of two variations running towards a cliff. There would be a collection of small ponds in the blue marshy area which would make pathing really bad but would still allow travel. The trees on the right side of the map would become denser as they get close to the edge of the map

Shenandoah
This valley takes place between two mountain ranges in Virginia, USA. It has fertile farmland and would have organized berry bushes hanging around the middle of the map causing a suitable obstruction. It could also have mills or plantations scattered around for flavor and a quick resource grab if necessary. If we went very extreme, it could even have very few hunts and lots of berries and mills/plantations, though it would probably not be as competitive, or possibly just a really strong japan map.

Quarries(Sunken, Batts Combe, West Roxbury)
All of these quarries are "cake stacks" of cliffs progressing downwards, sort of like a tibet with altitude inverted.

Piedmont would take place in a similar region to Shenandoah VA though it would have a central plateau based off of Burial Ground's cliff. It would have two traderoutes and some "floating garden" water and land lattices off to the side.

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 01:16
by Durokan
pecelot wrote:Great work by the Gator!

But how does it work? :? :? :?

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:(

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?

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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.

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As you have figured out, flags are senders, invisible "cinematic blocks" are receivers.

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 01:48
by noissance
is it possible to make respawning mines, trees, and animls?

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 01:57
by Durokan
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

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 06:50
by born2believe
noissance wrote:is it possible to make respawning mines, trees, and animls?

I know @Interjection did some of that for his small FFA map.

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 07:05
by pecelot
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?

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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.

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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.

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 08:04
by Interjection
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

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 14:59
by Durokan
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

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Oasis

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Ottawa

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Radanje

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Savanna

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Xel Naga Caverns

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Zagros

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Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 15:02
by Durokan
Here is the release for El Dorado. It was originally commissioned by Zuta ages ago and I guess I forgot to upload it. :uglylol:

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Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 20:02
by kami_ryu
WOW I really want to play on that Oasis map

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 21:06
by pecelot
@Durokan, the crossing on DK Bosphorus doesn't work on EP, I tested several times to be sure :!:

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 21:13
by Durokan
@pecelot

Works on RE for you? I will look in to it on EP in a few hours

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 21:14
by pecelot
Yes.

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 21:16
by Durokan
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.

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 21:20
by pecelot
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:

Re: Durokan's Custom Map Workshop

Posted: 19 Apr 2017, 21:23
by Durokan
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

Re: Durokan's Custom Map Workshop

Posted: 20 Apr 2017, 19:05
by Durokan
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:

Re: Durokan's Custom Map Workshop

Posted: 20 Apr 2017, 20:37
by pecelot
That's ok :flowers:

Re: Durokan's Custom Map Workshop

Posted: 28 May 2017, 12:39
by Durokan
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.

Re: Durokan's Custom Map Workshop

Posted: 01 Jul 2017, 10:05
by mandosrex
@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:
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I only remember that the middle was 5.5 or something like that. Help.
Thank you.

Re: Durokan's Custom Map Workshop

Posted: 01 Jul 2017, 12:30
by Durokan
@mandosrex
you're right, I could have sworn it was linked around here in the useful links page

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Re: Durokan's Custom Map Workshop

Posted: 01 Jul 2017, 12:51
by mandosrex
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!

Re: Durokan's Custom Map Workshop

Posted: 03 Jul 2017, 16:52
by mandosrex
@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:

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8 players, 2 teams

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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.

Re: Durokan's Custom Map Workshop

Posted: 03 Jul 2017, 18:37
by Durokan
@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

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Circles

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Arcs

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