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mmayfield45

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Everything posted by mmayfield45

  1. I'm happy for the license for my code to follow whichever license the 0 A.D. project uses.
  2. Hi all, I thought this sounded like fun so I had a go I have only tested this on the latest Firefox / Chrome on Linux. http://mm45.co.uk/JSDebugger.zip
  3. I think your map matches the description of 'Ardennes Forest' in the guide much more than mine. It is well done!
  4. Haha Just to add a border to the map really. I think it makes it look a bit nicer.
  5. I have no planned changes for now (at least until the engine gets improvements for tree heavy maps). I don't have access to SVN at the moment. Feel free to change the code yourself. It should be easy, I just copied the player starting units code from the existing random maps.
  6. Updated to version 1.2: - Improved hill generation - Changed name from Black Forest to Ardennes Forest
  7. Yes, this was the problem I was having with my map. I ended up placing tree actors on hills / cliffs so the player could not get to them. It is a shame trees don't block more tiles of the map as this would make it easier to use them to make an obstruction - at the moment you have to place many clumped together to reduce passageways for units.
  8. Ahh, nice. I think l like the word Ardennes more than Bohemian. Seems to be not far from your description. Its nice to know the map is helping fix bugs
  9. Ah, nice Mediterranean was always my favorite map type in AoE games.
  10. Thanks ribez, but I think I am looking for something that the player can easily recognize as a heavily tree based map. I'm happy with that, the player should be able to recognize what kind of map it is without expecting it to be exactly the same play style as Black Forest
  11. Yes, I have noticed the lag too . Some things I have noticed that slow it down: When the AI moves it sometimes seems to walk on top of a cliff rather than walking around it - which cannot be done so takes a long time to calculate the path. (I cannot find a way of specifying tiles as non-passable)When there are a lot of workers gathering wood it seems to lag quite a bit - maybe it is slow figuring out where they can chop. I will have a look into improving the hills to make them more natural. Hi quantumstate, I wanted the map to be more like the Black Forest maps but I was getting issues when I created maps which are covered in many trees (Slow to generate and some JavaScript errors about running out of memory). I am thinking of re-naming the map until I can get something more like the originals. Any name suggestions are welcome
  12. Updated to version 1.1: - Reduces amount and jaggedness of cliffs - Improved forest generation - some clumps join together - Increased distance between minerals / stones and hills - Reduce noise around players bases
  13. I added the cliffs to get the kind of choke points you get in other forest maps have played. I would have used more trees to get this effect but I was getting performance issues generating the larger maps. I do agree that they look a bit overwhelming and introduce too many tight spaces. I will look into improving them - it may be that they are too jagged. I think I am already using actors for trees on the hill tops so this should be fine. Thanks, it is nice to see someone enjoy it!
  14. Hi all, new to the forums. I had a go at making a random map based on the originals in AoE. Feel free to critique. Enjoy: Version: 1.2 Download
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