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Grapjas

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Posts posted by Grapjas

  1. @Stan` would you be willing to put this into the base of the game? I think it's quite an important tool for map makers who want functional ridges without destroying their visuals. 

     

    In any case, if anyone needs it / want to use it here  you go: invisible_obstruction_field.rar

    It's a farm field that belongs to no-one, is visible in atlas only. Blocks any units from moving over it, also when submerged in water.

    Place the template files in simulation-> templates

    Place  'invisible_obstruction_field' in simulation-> templates -> structures

    Once you've done that you can find it in the map editor under the name 'invisible_obstruction_field'.

     

    Example:

    :
  2. I noticed in the map editor that when you place a tree underwater, a ship can't go 'through' or, better said, over it. This can be extremely handy to safeguard ridges that aren't meant for ungarrisoning by creating a underwater barrier of trees. You can place them quite spacious so performance wise it costs nearly nothing.

    However, the problem with using real trees is that the workers on land will try to reach it infinitely. So that's bad. 

    My solution to this is to implement a horizontal log (wider = better) that:

    1. Doesnt float, so it doesnt impact map visuals.
    2. That can't be chopped, but is persistent. Just like a tree.

    Have no idea where to start though. Or maybe someone has a better approach to it or hopefully point me in the right direction.

  3. Thought i'd share this one. Was a nice game to play all around, everyone played well. It was very well balanced and there was action non-stop. The game is about 1½ hours long (with the lagg accounted for). Probaby the most notable thing is that we didn't get DDOS, lol.

    players:

    T1 

    • Darkcity
    • Akazid (Dizaka ig)
    • Nagasushi
    • Ivaylo_Uzunov

    T2

    • Grapjas
    • Fpre
    • Cobrakai
    • Berhudar

    Near the end some wanted to call a draw, not all players agreed. A last push was done and that team won. 

    2020-12-11.rar

  4.  

    Some ridges are wider and can still be used to haress enemy economy with ranged units. But they are unable to go to mainland from there and depending on the spot, they will be stuck and you cannot retrieve them. I kinda liked the extra layer of strategy to it. All ridges should be safe from any units entering over it. If this does happen i'd love to hear it so i can fix it. 

    screenshot0022.thumb.png.43f06e5729c70f6e3fb1cc7ee4904213.png

     

    On 22/10/2020 at 1:18 PM, Grapjas said:

    Ps: does anyone know why i have red waves in the water?

    In my case, i noticed the red waves come from the in-game graphics option "Water refraction". 

     

     

    @badosu Feel free to add this map to your balanced maps mod if you want. 

  5. 23 hours ago, badosu said:

    Could even add it to balanced-maps if you're interested

    I'd like that. It's maybe best to wait till i fix the ridges though. I don't have much time on my hands right now but i will get to it.

    23 hours ago, badosu said:

    though would be more interesting to convert it to a random map instead of skirmish

    I don't know how to do this, but i could look into it. 

  6. Wth an earthquake has happened it's a mystery island after all.

    Details

    Spoiler

     

    X(details).thumb.png.c6b3a874bf073a965530cfa5cd731059.png

    Only added 1 metal and stone in the middle every other resource stayed the same.

     

    Screenshots

    Spoiler

     

    screenshot0014.thumb.png.efc0d19cfe0d7c06ca0f9daa4755038a.png

    screenshot0013.thumb.png.2f2291b5f04bd9a41421b4b4c1753691.png

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    screenshot0011.thumb.png.12049612ba0cf1c8a3f4dc6576ddcd7e.png

    screenshot0010.thumb.png.f07aa13fa76a1698b005aaf7fa43c6d4.png

    screenshot0009.thumb.png.c72b4a65b760747ed1b7f1a9585cf87f.png

    screenshot0018.thumb.png.9aad88a0a306d5cb49fe1604b67fa998.png

    screenshot0017.thumb.png.03bdc4ce205516fca79872a1caae7c9b.png

    screenshot0016.thumb.png.2961e8bf6f09aa73eaa81512a0fd4683.png

    screenshot0015.thumb.png.e8cd9c24f6776c9206d4cfc057f2e57a.png

     

     

    Ps: does anyone know why i have red waves in the water?

    Edit: In the current state ridges can be abused with ungarrison from ships (AI doesnt do this though), however the units will likely get stuck. Ungarrison range seems to be huge. I'll fix later somehow :self_hammer:

     

    • Like 1
    • Thanks 1
  7. Nice job on the mod, works really well. Is it possible for you to add extra camera height? Comes handy for better overall view when testing maps or if you simply just want more view.

    I Also like the quickjump to player when clicking civ emblem.

    • Like 1
  8. 1 hour ago, badosu said:

    I'm not a fan of bottlenecks in current 0ad meta.

    That said I really like how you distributed resources and the way the map looks, nicely done :-)

    I understand this concern and share it somewhat too. However, you dont neccesarily have to have the fights at the passes, and you should at least have 2 passes (In a decent tg) you can cross without being bottlenecked too much. However this would require some testing with actual players because that displays things much more accurately. I would even like to host a game as an observer for 8 people just so i can see best what needs improvement. 

    I already have a plan B if bottlenecking does occur to much, which is simply making passes wider. I appreciate the feedback for sure though.

  9. Hi all,

    screenshot0007.thumb.png.f48c2d2a1492d92fc791d15f903c4908.png

    Description:

    Spoiler

     

    A map divided in lanes by valleys. Each lane is connected by passes. This map aims to provide a balanced resource layout for all players, while keeping the lanes somewhat unique. 

    North vs South: 
    Team 1: p1-4
    Team 2: p5-8

    East vs West: 
    Team 1: p2, p4, p6, p7 
    Team 2:  p1, p3, p5, p8

     


     

     

    Made a new map. The place is fictional. It's overall design is meant to be balanced for both teams and thus i aimed this map to be played at both a casual, but mainly competitive scale. 

    General info:

    • Map size: Normal 
    • Players: 8
    • Layout: Top-side against bottom (However, you could get creative with a different setup)
    • Biome: Desert
    • Resources available: Enough (Depending on game length ofcourse)

     

    Key features:

    • Aimed for balance for each lane. The enemy on the opposite side has the same resources available as you (Wildlife, metal/stone etc), unless he expands in a different lane. However this does not mean every lane is the same, it just means the lanes are seperately balanced. Each lane has 1 extra metal and stone placed in the middle, meant to be fought over.
    • Bottleneck crossings (or bridges). The idea was to have it actually look like a passing in the sense of a bridge, but to my knowledge i can't actually hollow out terrain. Anyway, these are the only way to reach the other lane. 
    • Lion packs. Wildebeests and goats, which actually occassionally walk out of the valleys. Not too much wildlife though (for performance). Each valley has 3-4 wildlife in it that could walk out, making them available for gathering.
    • Even though wood might look somewhat scarce, they are densely packed.

     

    Lanes (Starting from West to East)

    1. Spoiler

      screenshot0001.thumb.png.2c934f1fa3ea2f66a22007f46e236129.png

    2. Spoiler

      screenshot0002.thumb.png.0e9030e2f0317cb4756641496cf8e3cd.png

    3. Spoiler

      screenshot0003.thumb.png.c7a9145ac1b96d7192c294e6e93bc0d1.png

    4. Spoiler

      screenshot0004.thumb.png.ab7fff1f7308b68a1245b9324f297a0b.png

      Lane 4 (East) is by far the hardest lane to play for both players in that lane. The big mining deposits are inside the woods between them. Space will need to be managed properly. Left has slightly more space to build while right has slightly more accessibilty (which can be both good and bad).

     

    Other screenshots:

     

    Spoiler

    screenshot0006.thumb.png.da7a10430199962f3d332753dd35d14c.png

     

    Spoiler

    screenshot0005.thumb.png.10ef361e52bba63a920c0cf8b0f51f07.png

     

    As always, constructive criticism is welcome, and if people have suggestions to balance it better i would love to hear it. Would love to playtest this map with 8 peeps for true testing, because AI don't really oppose a challenge in any way.

    Have a nice day all,

    - Grapjas

    Valleys.rar

     

    • Like 2
    • Thanks 1
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