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niektb

WFG Retired
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Everything posted by niektb

  1. I would love to check the branch out. Is there anyway I can resume downloading? (Maybe by an external server?)
  2. I don't think it can be bundled with alpha 17 as it adds more than only map files.
  3. I support Quercus. I sounds the best to me and has the most interesting meaning IMHO. (As long the people don't confuse it with Querolus (which is a Latin comedy) )
  4. Almost two months ago the contest started to honor the 5th anniversary of 0 A.D. being open-source. Today this contest has come to and end. Let's take a look at the entries: 1. Stanislas69's Forest Battle (4) 2. Llanos' Northern Highlands (2v2) 3. Juanjo's Northern Highlands (4) 4. SwampGremlin's Castle Battle (2v2) 5. SwampGremlin's Waterfall Mountain (2v2) During the past week the community was able to cast their votes on the (in their opinion) winner. In the meantime the jury tested and voted behind closed doors. The jury also gave feedback on the maps, these feedbacks are combined and posted below. The jury votes count as 2 while the community votes count as 1. These votes combined give the Contest Winner. Now let's take a look at the votes! Forest Battle received 5 community votes and 2 jury votes resulting in a total of 9. (5 + 2x2 = 9) Northern Highlands (2v2) received 1 community vote and 1 jury vote resulting in a total of 3. (1 + 1x2 = 3) Northern Highlands (4) received 0 community votes and 0 jury votes resulting in a total of 0. (0 + 0 = 0) Castle Battle received 1 community vote and 0 jury votes resulting in a total of 0. ( 1 + 0 = 1) Waterfall Mountain received 3 community votes and 1 jury votes resulting in a total of 5. (3 + 1x2 = 5) The winning map had the majority of both the community ánd the jury on its hand resulting in a clear victory for... Stanislas69's Forest Battle Congratulations, Stanislas69! Here are your awards. You can use it in your signature, feel free to re-size them if needed. I also pre-applied the small icon to your map preview: Wear them with pride! For the ones that didn't win, we've seen maps with very strong points. Don't hesitate to create new and enhance other maps now that this contest has ended. As promised, here is some feedback: Actually every map had the potential to become a very good map. The most recurring problem was a lack of polishing. Juanjo's Northern Highlands: This map is unique in the fact that it tries to bring a quality snow environment. The mountain ranges look realistic and the resources are really integrated into the map. The map would however benefit from a smoother texture painting (without the gaps and bits) and a slightly larger variety of textures. Also the river and the roads should've been somewhat wider. Unfortunately the map isn't too balanced: the resources are quite spread out and some players have a better starting position than others have. You also should try and play around with the Environmental Settings. As the following screenshot shows, it can make a huge difference: SwampGremlin's Castle Battle Map: The map is well-balanced and is well-suited for multiplayer games. It lacks however on the visual side: The map does look quite artificial and not really realistic. It also doesn't adapt the Environmental Settings like suggested above. Llanos' Northern Highlands: This map brings a lot of detail. The Mountain ranges look very good, the shores and waterholes are pretty to look at. Unfortunately the map is quite unbalanced. The city placement should be enhanced (as some players have better positions than others have) and I suggest that you experiment with combining textures from different biomes. That works surprisingly well (The Gallic Wars map for example combined textures from at least 3 different biomes!). SwampGremlin's Waterfall Mountain: The strongest point of this map is its uniqueness: A large river circuits across the map. Some players might not appreciate the eyecandy statues and that kind of stuff. The quality of texture usage varies across the map. Some places are very good, others are the opposite. Unfortunately the map is quite unbalanced as well (thanks to that river). the building space is really limited and the resources are not always placed appropriate. The map would benefit from a better city placement and a better texture usage. I personally think that if you would combine a few ideas from your maps and create a solid concept of it (you can probably ask for advice from other mappers), you really can create stunning maps with good polishing. Stanislas69's Forest Battle: Forest battle is a nice looking map without using much eyecandy (very efficient). The mountains could use some variety in textures, especially since they are a prominent feature in the map. Also some improvements could be made in terrain mixing. The central village is fairly unique and the look makes it a good center-piece of the map design. Some might complain about the buildings space, but a good general is one that can adapt to his circumstances (As long as these circumstances are not unbalanced across players). Unfortunately the gameplay suffers from the village. Since the players are separated by walls the map feels like an endless siege with narrow, defend-able paths leading from one player to the other. A more spacious design would benefit the gameplay. (Maybe by adding additional paths leading from one player to another or give the starting positions more space). You should take care of the size of the starting positions, some players have more room for expanding than others. Still, all in all, this map beats the competition and is a solid winner in this Contest. We are thinking of organizing more Mapping Contests so keep in touch! Happy designing everyone!
  5. I think it would be generally a good idea to create some high quality (but low-poly) models in a certain setting (WW2, renaissance or whatever) to promote the game and get other people enthusiastic and maybe get them involved into modding / contributing. Some examples of possible assets: Tiger Tank Galleon Templar Medieval Castle etc. Most important of these assets is that they appeal to people.
  6. Press save configuration first. Launch the game, close the crashwindow and restart the game.
  7. I'm willing to test! It would be good (and cool!) to have some kind of AI that analyses capabilities and drawbacks from a civ on the fly (100% compatible with every mod and civ so to say)
  8. Although the first list is said to be original version, I'm not sure whether it is really in English. Sometimes you'll get French subtitles (VOSTFR) or plain French version (VF). There seems to be broken links as well (I did,'t check all of them). May it inspire you!
  9. I think tents would be too 'mobile' (and not really coherent with the rest of the buildingset). We could however add tents (with house functionality) for scenario designers (scenarios centering the Norse explorations). You mean this blacksmith? The building is a bit low IMHO. Nah, leave the other buildings that are not modeled yet. They're not really fitted to the Viking texture. My screenshot... (Which one exactly?) Not too small though as they function as a small standalone base (resource dropsite, ranged attack, ability to train units) What was that Crannog again?
  10. We've postponed the Polling freeze till Monday 00:01 GMT to allow for more testing.
  11. Some work on the painting side needs to be done (the grass area around the village needs some work).
  12. You can rename it to Norse indeed. It also noticed that the house was too large. I think the easiest way is removing the campfire (but I thought you were working on a new long house?) The movie is linked a few posts before that post. The settlement scheme doesn't has much detail so I am not sure if it is usable. The building in in the later pics dates from 1150. Not really in our timespan.
  13. For RotE here: http://www.wildfiregames.com/forum/index.php?showtopic=18823
  14. You should've told you were running svn... In that case you indeed need to use the git 'thingy', the zip posted above won't work with SVN. What kind of issues I'm curious? (mod-related?)
  15. I think you will encounter errors with the git version as it is not compatible with Alpha 16. You did run the game using the shortcut? Mods should work for everyone.
  16. - Communicating to the player would be fairly easy I think. Just put another box next to the resources with a multiplier. Maybe a tool tip showing a small graph with the territory/gather-speed relation. 1. It depends on how you shape the graph. You can use it for various purposes. You can use it to handicap stronger players but also to encourage expanding, to name some possibilities. 2. Could I get a quote? I never heard someone complaining about the game lasting too long... 3. It is indeed not good to have one exactly optimal territory area. It would be best to have the player try to find the optimal amount of territory for his strategy (that would be influenced by above described mechanic). 4. It could indeed be done with map design, but if it would be applied map-specific it is way easier for the designer than having to shape the map completely for it.
  17. Then the solution is simple. Every modfolder holds a .json file in which some basic info is listed. The mod manager scans for that file, can't find it (the file wasn't included in A16) and omits the public folder.
  18. I'm currently looking at an Alpha 16 folder in your screenshot. I think you're in the wrong map. If you would enable 0ad and press start mods the main menu should show up (although it currently crashes at Windows).
  19. The file in the post is the complete mod. That is the one you need to download for usage with Alpha 16.
  20. That is not an issue, that is intended
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