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mmayfield45

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Posts posted by mmayfield45

  1. Hui, I didn't read that before but 'deep forest' looks very similar to 'Ardennes Forest' in the 'MAPS AND BIOME GUIDE'.

    Should really have read that x)

    Didn't play AoK.

    Didn't meant to steel someones ideas or offense anybody by naming my map 'deep forest' and not ' Ardennes Forest' (which is already taken btw) or anything else.

    I think your map matches the description of 'Ardennes Forest' in the guide much more than mine. :)

    It is well done!

  2. By the way, there's a problem with Ardennes forest as it's spec'd. The game will crash if there's too many trees, due to running out of memory, even with less than shown in your example map. It's not really possible to make a large obstruction only out of trees, at least not currently. I suppose actors could be used instead of tree entities, but the problem then is they have no obstruction, so it's only for visual effects. Also rendering trees is terrible for performance. Those are the biggest obstacles to an AoK-style "black forest" map in 0 A.D. The same goes for any other map with dense clusters of trees.

    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.  

  3. How about Ardennes Forest.

    http://www.wildfireg...showtopic=15562

    Ahh, nice. I think l like the word Ardennes more than Bohemian. Seems to be not far from your description.

    Thanks for pointing out the stupid mistake :). I also fixed the major cause of the problem, which was having this.paths = [this.targetPos]; instead of this.paths = [[this.targetPos]];, this hopefully makes the check you corrected unnecessary but I have kept it anyway because belt and braces is probably better.

    Its nice to know the map is helping fix bugs ;)

  4. "Silva obscura" or "Silva incognita", latin for dark forest or unknown forest :)

    Thanks ribez, but I think I am looking for something that the player can easily recognize as a heavily tree based map.

    ... The main argument for renaming would be so that it doesn't break peoples expectations of what the map should look like, one suggestion would be Bohemian Forest which I think is roughly this kind of geography.

    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 :)

  5. ...

    Sadly I couldn't play for long because I got millions of JS errors (I think it's about the pathfinding) and the game started to lag like it never did before.

    What I would like to suggest is making slopes a little bit more gradual, and even get some randomness in there, because now these holes and hills doesn't look so natural.

    ..

    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.

    Could you post these errors here please? I tried briefly to reproduce some errors on this map but didn't succeed.

    The map looks nice, though it doesn't play like the aoe style black forest.

    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 :)

  6. Looks good, but could you maybe reduce the frequency of the cliffs or at least try and make the cliffs act as long, natural walls?

    Looks good! (y)

    May I suggest that you move the cliffs away from the center a little, and scatter more trees around the center so it'll look even more like a forest with occasional hills.

    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.

    This is very good. But I suggest you remove the trees from the hilltops because they cause AI problems. Use actors instead.

    I think I am already using actors for trees on the hill tops so this should be fine. :)

    First of all: Welcome to the forums ....

    Thanks, it is nice to see someone enjoy it!

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