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Showing content with the highest reputation on 2015-04-21 in all areas

  1. Hello av93, the pathfinding development is coming along. When it's in better shape I will make a public announcement to make players test it, to fix possible bugs before inclusion to the game. If you don't have news, it doesn't mean it is stalled, it just means trying it right now would be a tad disappointing!
    2 points
  2. Hello 0AD community, this is my first post so plz don't hurt my feels. I wanted to try my hand at making a new skirmish map for personal use, after finishing it I was quite impressed with myself. It may not be to the quality required to be implemented into the game, but if you like it and want to use it in a 3v3 battle you can simply take it from the download link below! If you download them you'll need to place them in the following folder Libraries->Documents->My Games->0AD->mods->user->maps->skirmishes Link to map files http://www.filedropper.com/frostedlake My inspiration for this was a sort of Norse winter wonderland sort of thing, no idea why, it just was. Basically there's two teams of three, the players go in the following order Team 1 - player 1, 3, 5. Team 2 - player 2, 4, 6 and the reason behind this is so you can play it as a 2v2 and a 1v1 map also. I have distributed resources as even as i possibly could, by that I mean I counted every time I placed a tree so i could distribute them evenly and I did the same with metal, stone, the wildlife and I tried my hardest to make it symmetrical (it isn't that symmetrical though ) So each player has a 1 apple tree, 1 metal and 1 stone mining area, as well as multiple trees and equal amounts of animals. Then there's more resources spread across the map, some is in between team members so you will have to share (that's teamwork) and then others are on the left and right hands sides of the hilly area surrounding the inner lake (they are key strategic points you want to get your hands on before the other team does. The lake is full of fish, so that could be very useful also, and maybe you can use it to ferry troops across to to the other side to avoid resistance from the opponents ground troops. Link to images http://imgur.com/a/f2K3b#0
    1 point
  3. You could add more trees and place the walrus with more randomness. I strongly recommend you to attach the images and the zip folder to the post, and not distibruting them via links. Links expires and it's better for a showcase of your map. it's just IMHO. Edit: You should check this: http://trac.wildfiregames.com/wiki/Atlas_Manual_Environment_Tab, it may be useful for you. And just to give it a more nicer look over the terrain, you can add some stones or bushes. You can find them under the tab (Actors(all) of the objects. The path how they begin is: geology/... or flora/...
    1 point
  4. I agree that the CCs and Fortresses should be special, not spammable. More expensive, take longer to build, stronger. Also, defenses should be for defense and units for offense. That not to say that novel stratgies should be impossibru, but as game designer you should /design/ things to be within an overall plan or vision. So coming up with way to force defense towers to be used defensively is perfectly fine and then you can maybe design some edge cases into the game leaving open door for novel, but very risky, usage, but that come later.For now, have an idea of how things should be used and design them to do that thing. Fortress should be the forward base structure. Max 3 or 5. Buildable in neutral territory, cast no territory effect. With minimal number you must place them strategically. Design ways to make walls more useful (and easier to build, not just cheaper and quicker, that's lazy design; unit should automaticaly spread out when section of wall foundations placed, building the towers first, then filling in the wall segments; design a button in wall foundation UI to summon all nearby citiens to build it; give that same button to the Wonder). Make civic center territory radius smaller; give the game some no-man's land again.Implement farmlands and let players build farms and storehouses outside terrirory. Now you have strongly defended cities and weak countryside you must fight over--instead of sprawl like now. Traders must now travel through danger no-man's land between markets defended by cities. Move those mines away from the CC already... this isn't Starcraft. Then you have tower spam/push again? Right up against enemy territory? At least with Fortress in neuttral terrotry you can limit them to 3-5 and make them longer to build, so if they are used for push then there is time to spot the foundation. Just idea anyway (see Delenda Est). Instead, wooden defense towers should be Village Phase version of stone tower. Use upgrade and actor swap to make it stone tower (see Delenda Est). This game needs more of that kind thing. Enjoy the choice.
    1 point
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