wraitii Posted February 28, 2012 Report Share Posted February 28, 2012 (edited) I was really bored of testing my AI on the scenario Oasis, so I figured I'd create a random map... After two days of fiddling around, basing myself on the lake map, I have a result I am satisfied with.Requires the PathPlacer, so likely the SVN version of the folder "map".Old screenshots: New screenshots:oasis.zip Edited July 2, 2012 by wraitii Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 28, 2012 Author Report Share Posted February 28, 2012 Playing it a bit... It lacks resources a little, I'll improve that. Quote Link to comment Share on other sites More sharing options...
zaphzaph Posted February 28, 2012 Report Share Posted February 28, 2012 Many thanks to you wraitii, your map is very beauty with sand into the oasis.Good job ! Quote Link to comment Share on other sites More sharing options...
Spahbod Posted February 28, 2012 Report Share Posted February 28, 2012 Nice one although it is not very playable. Maybe add a small spring near each player for more wood? Also the terrain could use more "dune" textures. Maybe add some roads as we now have paths? Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 1, 2012 Author Report Share Posted March 1, 2012 This version should be better, I've given more starting resources and more maps. Though I think on Oasis part of the fun is that wood must be collected from the oasis, so the amount is still not huge. Also, more mines.Download Link(screenshot updated in the first post, showing me, not doing anything, the AI Marilyn, absent-mindedly surrounding a mine with houses, and qBot, plotting to win the game. Quote Link to comment Share on other sites More sharing options...
Spahbod Posted March 1, 2012 Report Share Posted March 1, 2012 Better. Maybe you can create tiny oases near players so that those forests would look more real. It is going to be a hard map. Add some extra dirt/dune terrain in batches like in most maps. Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 1, 2012 Author Report Share Posted March 1, 2012 Is there any way to detect the AI level? Perhaps using that I could give more/less wood.I'll try to implement your suggestions. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted March 1, 2012 Report Share Posted March 1, 2012 Desert maps should probably have a color scheme like this:The standard settings blow out the sand textures (too bright). The settings I show there are nearly perfect and are what I generally use for the custom scenarios I make for the game. The blue terrain ambient helps cut the beige sun color just right. My favorite sky set right now is "cumulus."I recommend mixing the sand textures more, and also clustering animals in and near the central oasis. Watch the oasis too, it looks like trees and animals are being seeded into the water. Check out the Oasis custom maps in Atlas. There are some design tricks in those maps that if you can replicate what I've done there, will make your random map script look Hella awesome. And of course, you should experiment with your own design ideas of course. Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 1, 2012 Author Report Share Posted March 1, 2012 (edited) Okay, I did a few updates and used a little bit of "rule of cool" for a sunset effect, which I can backtrack depending on your opinion... New screenshots (click to enlarge):Added water patches to explain the forest, added sand blows on top of hills. More wood in the oasis. Download Link Edited March 1, 2012 by wraitii Quote Link to comment Share on other sites More sharing options...
Spahbod Posted March 1, 2012 Report Share Posted March 1, 2012 Much better now. I like the new terrain texture integration and the hills. Also you can place wet sands in and around waters. Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 1, 2012 Author Report Share Posted March 1, 2012 Yes, I should likely try to add that. I forgot to talk about the "animals and trees spawning in water" issue. I think it's not so bad: they're spawned in accessible areas, and it looks quite cool I think. Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 2, 2012 Author Report Share Posted March 2, 2012 Added beautification: lilies and reeds near the shores, small rocks. Also made the sand wet around the "starting water holes near the forests", but no on the oasis (possible, but I'm not sure it's interesting).Download link Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted March 2, 2012 Report Share Posted March 2, 2012 One area of improvement is to look at why trees get placed in the middle of mines. It causes problems when building a Mill and the units can't get to the tree. Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 5, 2012 Author Report Share Posted March 5, 2012 Updated versionThis should fix trees from spawning into mines, and should also make the trees be spawned a bit less into the water. Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 26, 2012 Author Report Share Posted June 26, 2012 BTW, since this has been added to SVN at some point... Is there anything from the previous remarks that still needs changing? Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 30, 2012 Report Share Posted June 30, 2012 BTW, since this has been added to SVN at some point... Is there anything from the previous remarks that still needs changing?I still think the sun angle and ambient colors could use some work. Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 30, 2012 Author Report Share Posted June 30, 2012 Can do... In what way? Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 30, 2012 Report Share Posted June 30, 2012 Can do... In what way?More along the lines of the "Oasis" scenarios. Perhaps add a lighting variation based on the "Oasis Gold" scenario's lighting. Quote Link to comment Share on other sites More sharing options...
wraitii Posted July 2, 2012 Author Report Share Posted July 2, 2012 Allright, so following your advice I changed the lighting... Tell me how you feel about it.I've also touched up a few things: made the water more murky, added small variations in the ground texture (patches here and there), added more flora to the passage through the oasis, and fixed a bug with chicken spawning (theoretically).The download link is attached to the first post. Quote Link to comment Share on other sites More sharing options...
Pureon Posted July 2, 2012 Report Share Posted July 2, 2012 Looking really good in the screenshot - I'll try it out in-game when I get home tonight.Is it possible to have a variation (in the same RMS) without the crossing in the middle of the oasis? (I don't like it in the scenario maps either, so it's not something you've done wrong ) Quote Link to comment Share on other sites More sharing options...
wraitii Posted July 2, 2012 Author Report Share Posted July 2, 2012 It's very possible, and in fact very easy: just search forlog ("creating path through");And change the line if (mapSize > 150) {to anything that's false, such as (1==0). Boom. Quote Link to comment Share on other sites More sharing options...
Pureon Posted July 2, 2012 Report Share Posted July 2, 2012 It's very possible, and in fact very easyThanks What's very easy for some people is completely alien to me! Quote Link to comment Share on other sites More sharing options...
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