vivid's DE maps
- vividlyplain
- Lancer
- Posts: 751
- Joined: Feb 10, 2019
- ESO: vividlyplain
Re: vivid's DE maps
Update: added new map Arena and updated OP. Updated 2v2v2v2 spawns on majority of maps for consistency.
Future considerations: Mod for sharing maps.
Future considerations: Mod for sharing maps.
Re: vivid's DE maps
scary FI map. love itvividlyplain wrote:Done. There are 5 spawns: yellow river, dekkan, nwt, new england, and andes. Trees, terrain, outlaws, and natives change for each.n0el wrote:Make an aoe3 arena please
Re: vivid's DE maps
that is one sexy box constraint on them trees
Re: vivid's DE maps
I'm impressed too. I'd not managed to get one anywhere close to that clean when I was making a forest map years agodansil92 wrote:that is one sexy box constraint on them trees
Check out my Custom Map Workshop here!
http://eso-community.net/viewtopic.php?p=98718#top
http://eso-community.net/viewtopic.php?p=98718#top
- vividlyplain
- Lancer
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- Joined: Feb 10, 2019
- ESO: vividlyplain
Re: vivid's DE maps
dansil92 wrote:that is one sexy box constraint on them trees
Thanks.Durokan wrote:I'm impressed too. I'd not managed to get one anywhere close to that clean when I was making a forest map years agodansil92 wrote:that is one sexy box constraint on them trees
spoiler
Code: Select all
// ____________________ Trees ____________________
for (j=0; < (10+5*PlayerNum)) {
int Trees1ID=rmCreateObjectDef("trees"+j);
if (whichMap == 1)
rmAddObjectDefItem(Trees1ID, "ypTreeDeccan", rmRandInt(50,50), rmRandFloat(10,10));
else if (whichMap == 2)
rmAddObjectDefItem(Trees1ID, "TreeNorthwestTerritory", rmRandInt(50,50), rmRandFloat(10,10));
else if (whichMap == 3)
rmAddObjectDefItem(Trees1ID, "ypTreeYellowRiver", rmRandInt(50,50), rmRandFloat(10,10));
else if (whichMap == 4)
rmAddObjectDefItem(Trees1ID, "TreeNewEngland", rmRandInt(50,50), rmRandFloat(10,10));
else
rmAddObjectDefItem(Trees1ID, "TreeAndes", rmRandInt(50,50), rmRandFloat(10,10));
rmAddObjectDefToClass(Trees1ID, rmClassID("Forest"));
rmSetObjectDefMinDistance(Trees1ID, rmXFractionToMeters(0.32));
rmSetObjectDefMaxDistance(Trees1ID, rmXFractionToMeters(0.50));
rmAddObjectDefConstraint(Trees1ID, avoidTownCenter);
rmAddObjectDefConstraint(Trees1ID, avoidIslandMin);
rmAddObjectDefConstraint(Trees1ID, avoidRegicideMin);
rmPlaceObjectDefAtLoc(Trees1ID, 0, 0.5, 0.5, 10+5*PlayerNum);
}
Re: vivid's DE maps
Hello @vividlyplain and all others in the forum.
I was looking for a custom map called "Lost" we had for Legacy and couldn't find it. I've seen you created the map "Nomade" for DE, which is a bit similar to Lost in some regards (except the 3 vils, the boat and the 700 starting wood). So i was wondering if it was possible for you to recreate this custom map or if theres any other option make this playable again. I have no idea how much work it is, but i guess starting from Nomade its mainly adding the treasures.
Also im new to the forums and i hope i posted this request in the right spot.
I was looking for a custom map called "Lost" we had for Legacy and couldn't find it. I've seen you created the map "Nomade" for DE, which is a bit similar to Lost in some regards (except the 3 vils, the boat and the 700 starting wood). So i was wondering if it was possible for you to recreate this custom map or if theres any other option make this playable again. I have no idea how much work it is, but i guess starting from Nomade its mainly adding the treasures.
Also im new to the forums and i hope i posted this request in the right spot.
- vividlyplain
- Lancer
- Posts: 751
- Joined: Feb 10, 2019
- ESO: vividlyplain
Re: vivid's DE maps
Welcome to ESOC! This is another map I’ve long thought about. My current idea was to try to merge a few of my maps into one and have it randomly select a map for lost. I want to do the same for Nomad as well.animusvox wrote:Hello @vividlyplain and all others in the forum.
I was looking for a custom map called "Lost" we had for Legacy and couldn't find it. I've seen you created the map "Nomade" for DE, which is a bit similar to Lost in some regards (except the 3 vils, the boat and the 700 starting wood). So i was wondering if it was possible for you to recreate this custom map or if theres any other option make this playable again. I have no idea how much work it is, but i guess starting from Nomade its mainly adding the treasures.
Also im new to the forums and i hope i posted this request in the right spot.
- vividlyplain
- Lancer
- Posts: 751
- Joined: Feb 10, 2019
- ESO: vividlyplain
Re: vivid's DE maps
I made my own lost using my nomad map as a base. It's not worth the effort to make multiple spawns that match my own map and I found Lost 5.02 and it seems like it was quite popular and a fun map so I took some time to port it over for DE and rejig some stuff. I added onto the great work by @GruntGG and @Rikikipu .animusvox wrote:Hello @vividlyplain and all others in the forum.
I was looking for a custom map called "Lost" we had for Legacy and couldn't find it. I've seen you created the map "Nomade" for DE, which is a bit similar to Lost in some regards (except the 3 vils, the boat and the 700 starting wood). So i was wondering if it was possible for you to recreate this custom map or if theres any other option make this playable again. I have no idea how much work it is, but i guess starting from Nomade its mainly adding the treasures.
Also im new to the forums and i hope i posted this request in the right spot.
some Lost 6.00 minimaps
- Attachments
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- 1vividlyLost.xs
- (39.59 KiB) Downloaded 33 times
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- 1vividlyLost.xml
- (1.22 KiB) Downloaded 34 times
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- 00Lost600.xs
- (67.79 KiB) Downloaded 28 times
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- 00Lost600.xml
- (1.41 KiB) Downloaded 33 times
- vividlyplain
- Lancer
- Posts: 751
- Joined: Feb 10, 2019
- ESO: vividlyplain
Re: vivid's DE maps
Finally got around to making my map mod and updated OP. Just subscribe and enable and my maps will appear in your custom maps dropdown menu.
My Map Mod
My Map Mod
Re: vivid's DE maps
played some games on arena. some thoughts (if you care)...
Map is too small and the starting base is too small and low resource. i think 2 hunts minimum and 2 mines, plus a cutout behind in the forest with another mine and hunt
also for some reason i kept getting yellow river spawn, not sure if thats a bug or just insane RNG god shit
Map is too small and the starting base is too small and low resource. i think 2 hunts minimum and 2 mines, plus a cutout behind in the forest with another mine and hunt
also for some reason i kept getting yellow river spawn, not sure if thats a bug or just insane RNG god shit
mad cuz bad
- vividlyplain
- Lancer
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Re: vivid's DE maps
Ofc feedback is always welcome!n0el wrote:played some games on arena. some thoughts (if you care)...
Map is too small and the starting base is too small and low resource. i think 2 hunts minimum and 2 mines, plus a cutout behind in the forest with another mine and hunt
also for some reason i kept getting yellow river spawn, not sure if thats a bug or just insane RNG god shit
I’m not surprised that it’s too small. I wasn’t sure what to do about the in base res tbh. Planning an update in the next few days anyway and I’ll get this map updated.
Re: vivid's DE maps
@vividlyplain I thank you so much for doing this. I cant wait to play Lost with my friends and online.
- vividlyplain
- Lancer
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Re: vivid's DE maps
Right on! You can all play if you’ve got my map mod activated. Leave any feedback you have here. If there’s a spawn that isn’t working or whatever you notice just post it here.animusvox wrote:@vividlyplain I thank you so much for doing this. I cant wait to play Lost with my friends and online.
- vividlyplain
- Lancer
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- Joined: Feb 10, 2019
- ESO: vividlyplain
Re: vivid's DE maps
Re: vivid's DE maps
Polynesia looks insane, the ffa spawn looks better than the others, though.
What are the nat's on this map?
What are the nat's on this map?
Spain pain train is real
- I_HaRRiiSoN_I
- Retired Contributor
- Posts: 1626
- Joined: Jan 15, 2016
- Location: United Kingdom
Re: vivid's DE maps
thing is with the polynesia FFA spawn is that everyone is incentivised to go backwards instead of forwards. maybe if players spawned on the outer side and moved in like they would do on ceylon.
- vividlyplain
- Lancer
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Re: vivid's DE maps
zen and jesuit (4 zen and 2 jesuit iirc)Rohbrot wrote:Polynesia looks insane, the ffa spawn looks better than the others, though.
What are the nat's on this map?
can't say i've watched this 2 hour video but it has been played on before on legacyI_HaRRiiSoN_I wrote:thing is with the polynesia FFA spawn is that everyone is incentivised to go backwards instead of forwards. maybe if players spawned on the outer side and moved in like they would do on ceylon.
Re: vivid's DE maps
But so the player's are near to each other and building outpost's near coast is even more viable as it would have been in an outer side. I liked this more, dunno.I_HaRRiiSoN_I wrote:thing is with the polynesia FFA spawn is that everyone is incentivised to go backwards instead of forwards. maybe if players spawned on the outer side and moved in like they would do on ceylon.
Spain pain train is real
- I_HaRRiiSoN_I
- Retired Contributor
- Posts: 1626
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- Location: United Kingdom
Re: vivid's DE maps
ive played polynesia on a jailed stream, 9 out of 10 would not play again
.... ok it was fun if you care about winning and balance, wouldnt recommend FFA on this though haha
.... ok it was fun if you care about winning and balance, wouldnt recommend FFA on this though haha
- vividlyplain
- Lancer
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Re: vivid's DE maps
That’s fine. I did say it was a crazy map lol. I forgot jailed did a ffa on it, I thought just team games.I_HaRRiiSoN_I wrote:ive played polynesia on a jailed stream, 9 out of 10 would not play again
.... ok it was fun if you care about winning and balance, wouldnt recommend FFA on this though haha
Obviously from the video some people enjoyed the map so to each their own.
Re: vivid's DE maps
@vividlyplain Hey man, your Settler Massacre is really nice. We had so much fun and play it every now and then. One thing we noticed is, that theres some bad balancing (some civs start with enough resource for mill others must wait like a minute). if the game started with 1 shipment for everyone that would balance it i think. also the original version of SM had this.
- vividlyplain
- Lancer
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Re: vivid's DE maps
It’s essentially the same map as the original. I think I only changed the lighting. I can look into a starting shipment for my next update.animusvox wrote:@vividlyplain Hey man, your Settler Massacre is really nice. We had so much fun and play it every now and then. One thing we noticed is, that theres some bad balancing (some civs start with enough resource for mill others must wait like a minute). if the game started with 1 shipment for everyone that would balance it i think. also the original version of SM had this.
- vividlyplain
- Lancer
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Re: vivid's DE maps
January 18, 2021: added Nechako River and St Helens, Lost 6.01 update - smaller and better treasure spawns, some QoL improvements like spawn consistency and lighting, and added NR20 versions of Fraser River and Black Rock Desert where you cannot cross half map until the treaty expires (using code by pftq and Furby). Updated OP.
Nechako River
RH St Helens
- vividlyplain
- Lancer
- Posts: 751
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Re: vivid's DE maps
FYI some of these maps will be used for our RoyaL Clan 3v3 tourney so you might want to give some a try. Don't worry, none of the meme maps will be in the tourney map pool.
I'm open to feedback and can make changes to maps if you have some ideas for improvement before the tourney begins, just let me know here or on discord.
I'm open to feedback and can make changes to maps if you have some ideas for improvement before the tourney begins, just let me know here or on discord.
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