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pkyrkos7

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pkyrkos7 last won the day on July 22 2014

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  1. Okay I managed to get the post processing settings running and the map looks much much better thanks! As for the textures , I undestand what you mean ,but I felt that the Galazia Thalassa map didn't require a mix of textures.Here are some images of a map I am currently making , using different settings and a mix of textures and props.
  2. I understand what you mean.The reason I am using only one texture is because I don't think it would look better if I combined different cliff textures for instance.As for the beach , I use 2 textures a wet for near the shore and another one with dry sand. As for the trees and props , I didn't want to use any other trees since these were the only ones which were darker than the rest and not too colorful.I placed some fallen leaves on under the trees but the 2 player islands are meant to be simple ones. However , the island where the old city is(the bigger islands ) has plenty of details and props.About the building space I am not sure what do you mean.If you mean that there's a little space for building , that's the point In general I had in my mind a simple map.I will make another map as well , that will feature a tropical climate again but with bigger islands. Now as far as it concerns the environmental settings , I tried various settings but I considered these the best.I couldn't however managed to get the post processing and the other special effects to work. :/ Anyway , thanks for the suggestions !
  3. Yeah reuse makes sense.From programming perspective I don't think it's hard to implement , since the game already has the building walls system.Of course it may require some adjustments but the basic idea is the same. Also saying that Atlas is quite separated from 0AD , makes me think the following : Wouldn't it be easier to implement an editor in game ? AoE3 runs it's editor from the game itself without the need of external program. As for the blend tool , perhaps something like the one in C&C Generals , where you you press a button and then all textures automatically blend with each other and so it doesn't look so squarish. Another idea is to make the circle brush draw more smooth at the edges , like in AoE 3.What I mean is to be able to draw a normal circle(tiny squares perhaps ?) rather than the already existing brush circle which draws squares. Another idea is to make it similar to most of the game engines , where you can use a strength/transparency bar so that when you paint the texture , the texture you apply is partially transparent with the texture that is already drawn on the ground. I am not sure if I explain this correctly so you can understand it and also I have no clue how hard it is to implement that in an Engine. The system I am talking is used , in games like Unreal , Unity, CryEngine or Skyrim http://i244.photobucket.com/albums/gg21/Darkrder/Tutorials/CK%20Basics/CK52.jpg (You can see the opacity text field for the current texture)
  4. Apart from this topic http://www.wildfiregames.com/forum/index.php?showtopic=18399 I didn't find any other topic where people can suggest things (all ideas gathered in one topic) on how to improve the map editor. -Add Triggers . sanderd17 suggested : http://www.wildfiregames.com/forum/index.php?showtopic=18764&hl=editor -Allow the change of the height(y axis) of objects ; of course this may cause issues with playable units and buildings but it will allow plenty of designing freedom for clutter and landscape objects such as rocks. -Allow the change of an object's variation without having to place it on the map first -Create a properties window , which will allow the designer to change different properties of the selected object(s). Some of these properties could be x,y,z axis , different flags(can be captured , snow model, etc...) , hitpoints, etc.. similar to this : Also you could make this window toggleable , so only advanced mappers can use it. -Create a faction window , where you can adjust the different relationships between players.(more complicated than the player tab). -Create a brush , which will allow landscape texturing(or not) and also the automatic placement of different objects.Age of Empires 3 has a similar system ,which automatically added different rocks,trees,clutter depending on the choice of climate/region. Such a tool can really speed up development and also have really nice results.Also one thing that could further improve this tool (AoE 3 lacked of this) is to create custom brush settings and add yourself what objects (rocks,trees,clutter) will appear. -Create a brush that will allow to draw passability ;This means you can create places that player can't walk on without having to place objects or create mountains and water. Image as an idea from C&C Generals : http://www.cnclabs.com/maps/generals/worldbuilder/tutorials/basictutorial/images/4-screen05.jpg -Create a similar brush as the above , that will allow to draw priorities. -Create a similar brush as the above that could allow you to draw visibility ? What I mean , is draw for a example an area , that will be covered with a black mask , until a unit enters in.Of course this will work vise versa , meaning the units that are inside the drawn area won't be able to see outside of it unless the move out.This can play a mayor role for strategies in maps and perhaps it will allow the creation of natural hiding spots. -Create a better texture blending system so each textures can be on another textures(add a transparency bar). At the moment I noticed that textures (even when select the circle brush) are small squares which is visible sometimes. -Allow the real time simulation(without button) of different decorations and animals.For example when placing a bird , it will automatically flight around the map or animals will play their idle animation. (not entirely sure if it's a good idea) -Allow the placement of sound markers , from which specific sounds can loop (mostly nature sounds) -Create(or reuse) a wall system like the one in game , so you can easily create walls and not having to place each wall piece individually. -Create a cliff system similar to AoE 3 perhaps.Yeah mountains are cool , but having a special tool for making cliffs is even cooler ! -Search and Replace function for Actors And Entities. Please post your suggestions as well so we can make this list even bigger and help the level editor become a better tool Off topic but still relevant to the editor : --> A bug I noticed , is that when you press the play/test button in map editor so you can simulate the real game , once you press reset , the music from the game keeps playing.
  5. Yeah !!! I reuploaded both the image and the files here
  6. This is my second map and I would really appreciate any feedback and suggestions you provide ! I hope you like it! Description : Each player starts on a small island in which there are few resources. There is a huge amount of fish in the sea and there is a couple of whales as well at the center of the map. There is also a bigger island on the map , where an old Athenian city was built and now Romans have made camp there so players should be cautious before going there.On that island there are plenty of resources , so taking control of it may be vital for the victory. Opposite of this bigger island , there are 3 tiny islands with some metal and stone resources on them.There are many sharks lurking in those waters and there are some shipwrecks as well. Galazia Thalassa.zip
  7. I've talked with a friend of mine , who is very familiar with English and of course Greek, and he said that the most proper would be Pharmakovouni.Anyway it's just a name so I may change , if there are any suggestions about the map as well so I don't upload the map many times.
  8. I understand what you mean and perhaps Phi (and 'F' could be matched with 'Φ' , 'V' with 'Β') would be more proper , but there are various ways which you can "convert" greek words to latin/english ones and I am not entirely sure which is the best one. I think "Farmakovouni" (instead of "Pharmakonbouni" ; "Parmakonbouni" is hardly correct I think) since it's the pronunciation of the word when you read it in English is the same as in Greek but from a vocabulary perspective, "Pharmakovouni" may be better.Anyways , I hope I didn't sound confusing but Greek is a complicated language...
  9. Hello everyone ! This is my first post in the forums and this is also my first map for 0 A.D. The map called Farmakovouni* , which the greek name of a Mountain in Greece. Despite of the name , this map has nothing to do with the real location in Greece and I just used the name because I am from Greece myself and I figured it would make a good name. I hope you like map and any suggestions and feedback are more than welcomed! Now a couple of things about the map: This is a 2 player map and there is another (Gaia) faction in the middle of the map which represent the locals inhabitants of this place.The locals , have plenty of army plus walls , so taking them down early in the game won't be possible , but once your army is big enough , capturing(destroying) their base could be vital to win the game , since it would provide you both a strategic location for your base and there are plenty of resources/treasures there. Despite the fact that the map represents a snowy mountain place , there are many resources , so the players won't have any difficulty advancing quickly. Installing the map: I have attached the two map files in a .zip which you should extract and place the map files into your \Documents\My Games\0ad\mods\user\maps\skirmishes . Pharmakovouni.zip *Just for those who are interested or curious , Pharmakovouni (as a word) is a combination the of two greek words "Pharmako" (means poison) and "Vouno" (means mountain)
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