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Sharks Islands

PostPosted: 22 Dec 2012, 19:41
by vovets1
New map by andreus and vovets1.

Kamlands strongest clans come together in a battle for Sharks Island. Who will win?

Some screenshots:

Re: Sharks Islands

PostPosted: 22 Dec 2012, 23:10
by The Dark Lord
I like the idea but the connections between the islands are pretty ugly, you should try to improve those.

Re: Sharks Islands

PostPosted: 23 Dec 2012, 04:54
by Remake 2012
36k fish ! ! ! !

Re: Sharks Islands

PostPosted: 23 Dec 2012, 05:35
by vovets1
No 36k, 3,6k =)

I did not want to make the connection between the islands (except for the two largest), and to remove the fog of war. But the Lewin's editor does not accept maps 256x256, and the  editor, which is embedded in a remake of this cant be done. This is the problem.

Re: Sharks Islands

PostPosted: 23 Dec 2012, 05:55
by vovets1
MoreoverI think that such a "sea route" is not so ugly, but from a distance it does not look very nice. Just consider that they swim =)

Re: Sharks Islands

PostPosted: 23 Dec 2012, 10:17
by The Dark Lord
I did not want to make the connection between the islands (except for the two largest), and to remove the fog of war. But the Lewin's editor does not accept maps 256x256, and the  editor, which is embedded in a remake of this cant be done. This is the problem.
Why? I don't really understand. :|

Re: Sharks Islands

PostPosted: 23 Dec 2012, 12:08
by vovets1
idk, but Lewin's editor does not accept Paradise Islands too =)

Re: Sharks Islands

PostPosted: 23 Dec 2012, 12:59
by Lewin
Newer versions of my editor (such as 0.9) that let you place things on the map (rather than writing script by hand) do not support maps larger than 192x192, since that was the biggest map KaM supported and I never anticipated that there would be larger maps. You can get around this limitation by editing the script by hand and typing in the coordinates, or using the KaM Remake editor for the basic stuff and fine tuning it using my editor/script.

Re: Sharks Islands

PostPosted: 24 Dec 2012, 08:32
by ZOLTAN
Yeah, gonna be good battle map, keep making it :D

Re: Sharks Islands

PostPosted: 29 Dec 2012, 05:34
by vovets1
Guys, I just noticed that the soldiers can not walk through the shallow water, it needs to make tiles. I fixed this, here is the new version:

Re: Sharks Islands

PostPosted: 29 Dec 2012, 12:00
by sado1
I really like how this map looks like. I think the map is an example of using the "randomize" tool too much, but it's not a big deal for me. The islands look very cool, and the passages indeed look much better in game at normal zoom. I'd love to see some obstacles in the middle, but I know many people still love open battle maps. The idea reminds me of playing on Pirate Bond - your forces are separated, and the player who won quickly, can go help his team. It will be much easier to play offensively here though, since Pirate Bond is a tight map and it requires camping :P

By the way - the locations are strange, the teams would be like: 1357 vs 2468. Maybe it'd be better to make 1234 v 5678?

Re: Sharks Islands

PostPosted: 29 Dec 2012, 13:13
by vovets1
By the way - the locations are strange, the teams would be like: 1357 vs 2468. Maybe it'd be better to make 1234 v 5678?
Maybe, but I was already too lazy to rewrite the script.

Re: Sharks Islands

PostPosted: 29 Dec 2012, 19:12
by pawel95
More Tactic Maps :D :P (H) :D :P