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Shadaoe's maps

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Shadaoe

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Post 06 Sep 2012, 17:35

Re: Shadaoe's maps

I don't have an opinion on it, but I really thank you for doing this :p
It was indeed a really specific purpose, because everything had to be equal, it's not really like any other map, so it needs to be used carefuly, because don't see that as an easy way to do the other half of a map, the gameplay has to be thought for an equal map, and there are many things to take into account.
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The Dark Lord

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Post 06 Sep 2012, 17:46

Re: Shadaoe's maps

Oh I certainly have an opinion. I think you shouldn't release it, because it is likely many people will (ab)use it. Although it might be useful for the Tower Defence I will make :p
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Shadaoe

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Post 05 Jun 2013, 19:49

Re: Shadaoe's maps

Here's the new version of The Raven's Field, a fighting map where you start with recruits and barracks, now lsited unders special maps. Improvements :
-the map is larger so you can move the troops more easily
-a dynamic script is included so that it automatically does the teams north vs south, whatever the setup you chose and adds custom victory conditions so that it is not needed to have a military unit at the beginning. It also displays the number of kills of each players.
https://www.dropbox.com/s/06lzcht4pt8p8 ... 20Field.7z

Image
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Ben

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Post 05 Jun 2013, 20:15

Re: Shadaoe's maps

I never realized that this map had a topic on the forum! Yay for Raven's field! :D
I'll gladly help with testing. I've had many fun games here in the past, and I expect that it will only be better now ;)

The map, itself, is quite ugly though. Battle maps are a lot of fun to make because you don't need to worry as much about balance and resource placement. Spend an extra 30 minutes and work on the visuals a bit more :)
I used to spam this forum so much...
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Shadaoe

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Post 05 Jun 2013, 20:36

Re: Shadaoe's maps

Well it's the topic for all of my maps (which is quite limited for now), and I'm not sure if I ever posted about The Raven's field in this topic before :p

You sure can help with testing !

I'm quite happy with the top of the map but I must agree that the rest can be improved, although I won't go as far as "it's ugly" ;)
It'll take more than 30 minutes if I want to improve the terrain. I released this versions because for now it is playable and I want to get feedback on the main layout of the map, and when I get a proper layout I'll improve the terrain.
What do you think of the top part of the map ?
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Shadaoe

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Post 05 Jun 2013, 22:50

Re: Shadaoe's maps

Updated the map to fix victory conditions (thanks sado :p), and polish translation added (thanks sado again).
Same link as before :
https://www.dropbox.com/s/06lzcht4pt8p8 ... 20Field.7z
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Lewin

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Post 06 Jun 2013, 00:02

Re: Shadaoe's maps

I don't think it's ugly, but there are some improvements that could be made. I think the elevation could be worked on a bit. Not the hills, they're fine (I especially like the bottom left one). I mean the ground. Above, to the right and below the stone mountain is pretty much all the same height. Remember when you were making The Valley of Dangers 2 and I said that the elevation should be continuously changing? Try applying some of that here. Don't just raise a few bumps out of the flat terrain, raise entire sections slightly then elevate them up and down so you get more control. You've done this nicely in the bottom right corner which is higher than the rest of the map. I realise you want this to be a fairly flat field, so you only need to do it slightly. The trouble is now that it looks like the entire field was made at the default height (0) and then a few patches were elevated to make it more interesting. The grass in the middle at the bottom is also fairly dull and undecorated. Maybe add a few more objects all around.

Code review of your script
- Good for a first script :)
- Actions.PlayerWin automatically defeats the other players, so there's no need to run Actions.PlayerDefeat after it
- Was there a reason for making the global variables playerNames and playerColors? You could replace them with States.PlayerName and States.PlayerColor at every place where you use them. Your method is probably slightly more efficient (caching the values), but in a battle mission efficiency is not very important (the engine can comfortably run the game at 300x speed on most maps)
- There's no need to change PlayerShareFog. By default fog sharing follows alliances. PlayerShareFog allows you to make allies NOT share fog, that's really the only use for it. The condition the game uses for "Should Player A share his vision with Player B" is: "Are the players allied?" AND "Is fog share enabled between these players" (true by default, can be set false by script)
- The way you output the kills display won't work if there are less than 8 players (the map could be played 3vs3 or 2vs2 or even 1vs1). To fix that, use a for-loop and the Append command, something like this:
  Code:
Actions.OverlayTextSet(-1, 'North Team :|'); for I:=0 to 3 do if States.PlayerEnabled(I) then Actions.OverlayTextAppendFormatted(-1, '[$%s]%s[] : %d kills.|',[playerColors[0], playerNames[0], playerKills[0]]); Actions.OverlayTextAppend(-1, 'North Team :|'); for I:=4 to 7 do if States.PlayerEnabled(I) then Actions.OverlayTextAppendFormatted(-1, '[$%s]%s[] : %d kills.|',[playerColors[0], playerNames[0], playerKills[0]]);
I've removed your translations but you can fix that pretty easily, this is just an example.
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Shadaoe

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Post 06 Jun 2013, 00:57

Re: Shadaoe's maps

Hi,
I don't think it's ugly, but there are some improvements that could be made. I think the elevation could be worked on a bit. Not the hills, they're fine (I especially like the bottom left one). I mean the ground. Above, to the right and below the stone mountain is pretty much all the same height. Remember when you were making The Valley of Dangers 2 and I said that the elevation should be continuously changing? Try applying some of that here. Don't just raise a few bumps out of the flat terrain, raise entire sections slightly then elevate them up and down so you get more control. You've done this nicely in the bottom right corner which is higher than the rest of the map. I realise you want this to be a fairly flat field, so you only need to do it slightly. The trouble is now that it looks like the entire field was made at the default height (0) and then a few patches were elevated to make it more interesting. The grass in the middle at the bottom is also fairly dull and undecorated. Maybe add a few more objects all around.
You're right the bottom part isn't interesting, I'll also try to make the top of the fighting area better looking and at the same time more open to avoid too much camping for the north team. I'll work on that later today.
- Good for a first script
Thanks :p It's a quite simple one but it was quite good to train on overlay and player (alliances) control.
- Actions.PlayerWin automatically defeats the other players, so there's no need to run Actions.PlayerDefeat after it
Oh, thanks, I'll remove the useless part, this is also what caused the problem on the first version I uploaded then :p
- Was there a reason for making the global variables playerNames and playerColors? You could replace them with States.PlayerName and States.PlayerColor at every place where you use them. Your method is probably slightly more efficient (caching the values), but in a battle mission efficiency is not very important (the engine can comfortably run the game at 300x speed on most maps)
Well I thought it'd be better since it uses it every tick, but indeed it doesn't change much :p It is also clearer (short names) for the overlay call and more consistent with PlayerKills.
- There's no need to change PlayerShareFog. By default fog sharing follows alliances. PlayerShareFog allows you to make allies NOT share fog, that's really the only use for it. The condition the game uses for "Should Player A share his vision with Player B" is: "Are the players allied?" AND "Is fog share enabled between these players" (true by default, can be set false by script)
Ok thanks, I thought it'd be messed up with the alliance changes.
- The way you output the kills display won't work if there are less than 8 players (the map could be played 3vs3 or 2vs2 or even 1vs1). To fix that, use a for-loop and the Append command, something like this:
Well it works if there are less than 8 players but it is really a bad way to do it indeed since it adds "AI Player" as a name for an empty slot, which looks odd to the player.
I'll implement the script you gave, will be much better ! And it'll also be better for the libx file wich won't be only one odd line anymore.
By the way, speaking of translation, I got a problem when I run the translation manager and try to rename the entries of the libx file, there is an access violation error and it changes the name with the beginning of the entry. It's not a big deal but I wonder if it was already reported (or if I did something wrong :p). Also is it normal that when I delete an entry, it actually only deletes the text and not the entry itself ?

I'll upload the fixed version of the map later, with an improved terrain and the fixed script.

Thanks for your comment and help ;) Can't wait to do more complicated things with dynamic scripts !


Edit :
Here's the updated version, now with german translation of the few words :p (thanks pawel), an improved terrain, and a fixed script.
https://www.dropbox.com/s/06lzcht4pt8p8 ... 20Field.7z
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Lewin

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Post 09 Jun 2013, 11:40

Re: Shadaoe's maps

I think it would look better if you reduced the amounts of all the weapons/shields/horses to 50, because 1000 looks kind of unnatural and you can't use more than 50 of each anyway. Other than that is it ready to be added to the Remake?
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Shadaoe

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Post 09 Jun 2013, 12:32

Re: Shadaoe's maps

Hi, you're right about equipments numbers in the barracks, I changed that.

https://dl.dropboxusercontent.com/s/06l ... b0mng&dl=1

Well I think the map is ready, thanks for that and for the advices as always !
Now to think of a map for the contest, which is another story :p
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Lewin

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Post 09 Jun 2013, 14:59

Re: Shadaoe's maps

I'll add it to the Remake :)
Good luck with your map for the contest!
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Shadaoe

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Post 01 Sep 2013, 23:52

Re: Shadaoe's maps

I sent my map for the contest, when it will be released publicly is up to the judges, but here is a preview !

Dicsoupcan (or whatever his name is :P) did a video showing a few things, I hope you'll like it !
Thanks Dicsoupcan for doing this, much appreciated, and nice soundtrack ;)
http://www.youtube.com/watch?v=yOXt7NBn6t0
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dicsoupcan

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Post 02 Sep 2013, 08:52

Re: Shadaoe's maps

no problem, and i could not help but use golden sun music. it fit's too well to not put it in the vid. ;)
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Shadaoe

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Post 24 Jul 2014, 14:03

Re: Shadaoe's maps

Here is the fixed version of The Adventurer's Journey, the version in RC wasn't the correct one.
Now with Polish translation (thanks to sado for having the courage to translate this wall of text).
The final fight should now work properly, it's not like it's an interesting fight but anyway it's winnable now.

https://www.dropbox.com/s/d139dtcps740i ... ourney.zip
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sado1

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Post 24 Jul 2014, 16:34

Re: Shadaoe's maps

Hahaha, still following the long tradition of not making a goddamn DIRECTORY inside the .zip file :D Glad I could help, especially that I doubt the translators will want to translate so many lines (it's almost like a campaign). How about adding the map in the first post along with a screenshot or something, not to mention uploading it on the Repos?

Also, did you mess with the recruitment code? It seems that sometimes I am unable to recruit anything and after a short time I got no troops left on all the slots (after I try to clear one slot). I don't know how exactly do I reproduce that, but maybe it is strangely related to having lots of unread messages that were never deleted (I am most likely totally wrong tho... how could that even be related?)

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