eduh Posted June 11, 2012 Report Share Posted June 11, 2012 (edited) 25-7-14 EDIT: Images on last post now, by page 3.I may now disappoint you.That said…Reading first how do I ideally want to be 0AD in this thread…(look all the images):http://www.wildfireg...showtopic=16085I open this thread to announce this and to force myself to complete it. Is a fictional scenario called 'The Last Stand'200dC. In the western coast of Ireland, the emperor of the Celts (I know) resists the assault of thousand of Roman minions in his island fortress:This is the image:Romans in the south have a massive army and a little base.Celtic fortifications in epic proportions are all throughout the map.The map is nowhere to be finished, but I want to show you what are my ideas for maps.(Please, add highness to the maps!)EDIT: .xml and .pmp are in a compression file in page 3 post 7 Edited July 25, 2014 by eduh 2 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted June 11, 2012 Report Share Posted June 11, 2012 I like the land forms. Keep up the good work. Quote Link to comment Share on other sites More sharing options...
Pureon Posted June 11, 2012 Report Share Posted June 11, 2012 Good start. How big is the map? Quote Link to comment Share on other sites More sharing options...
feneur Posted June 12, 2012 Report Share Posted June 12, 2012 (Please, add highness to the maps!) I'm not sure what you mean, but perhaps you're asking for a higher maximum height for the terrain? A workaround for now might be to lower the sea level as some of the height is locked up down there so to speak. Quote Link to comment Share on other sites More sharing options...
majapahit Posted June 12, 2012 Report Share Posted June 12, 2012 So is it harder for army in the center island or in the land? Quote Link to comment Share on other sites More sharing options...
MishFTW Posted June 13, 2012 Report Share Posted June 13, 2012 Nice start dude. If I may suggest something, could you create some more space for the player on the ring? And be sure to keep us updated.So is it harder for army in the center island or in the land?I'd say island (if the AI could handle water) because its an attack from all sides. Unless you had good fortifications. But then again, its 100 vs 300 and you have a tactical disadvantage. But it could be argued both ways. Quote Link to comment Share on other sites More sharing options...
majapahit Posted June 13, 2012 Report Share Posted June 13, 2012 I'd say island (if the AI could handle water) because its an attack from all sides. Unless you had good fortifications. But then again, its 100 vs 300 and you have a tactical disadvantage. But it could be argued both ways.Cos the island has a small valley, I was wondering if the attackers must land in the beach near the valley and continue to the top of the island?When they must land on certain area, a group of siege weapons can ruin the attacker when they land. Quote Link to comment Share on other sites More sharing options...
MishFTW Posted June 13, 2012 Report Share Posted June 13, 2012 If only one could scale mountains That would a wonderful siege. An onslaught of 1000 Romans with the Celts dropping boiling water on them. Quote Link to comment Share on other sites More sharing options...
majapahit Posted June 13, 2012 Report Share Posted June 13, 2012 (edited) If only one could scale mountains That would a wonderful siege. .... dropping boiling water on them.I don't mind to see some rolling stones and tar balls thrown from cliffs Edited June 13, 2012 by majapahit Quote Link to comment Share on other sites More sharing options...
zoot Posted June 13, 2012 Report Share Posted June 13, 2012 (edited) (Please, add highness to the maps!)I suspect technical limitations has driven the scale that has been chosen for maps. The problem with tall mountains is that they require an equally wide base if they are to be passable by units. So this would quickly lead to very large maps, which in turn would gobble up memory (unless implemented with a fancy technique like megatextures). Edited June 13, 2012 by zoot Quote Link to comment Share on other sites More sharing options...
CarsontheSage Posted June 13, 2012 Report Share Posted June 13, 2012 The problem with a map like this is that it's a siege level, and for a good siege level you need good siege mechanics like walls that can have people on them and siege ladders and stuff......which doesn't really seem likely at this point.... Quote Link to comment Share on other sites More sharing options...
eduh Posted June 13, 2012 Author Report Share Posted June 13, 2012 Thanks for your responses. That is what is looks like now: 2 Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted June 13, 2012 Report Share Posted June 13, 2012 Excellent map, it looks very promising. Quote Link to comment Share on other sites More sharing options...
leper Posted June 13, 2012 Report Share Posted June 13, 2012 This map is looking great. Keep up the good work . Quote Link to comment Share on other sites More sharing options...
MishFTW Posted June 14, 2012 Report Share Posted June 14, 2012 I really like the distinct "ramp" feature leading down to the small beach on the island. Some great siege action here... if only the AI could handle water... Alternatively you could make the island player the AI by default and give it some great fortifications. The player would then have to sack the island. Quote Link to comment Share on other sites More sharing options...
Pureon Posted June 14, 2012 Report Share Posted June 14, 2012 Looking good! I really like the landscape, hope the AI doesn't get too lost in it Quote Link to comment Share on other sites More sharing options...
eduh Posted June 29, 2012 Author Report Share Posted June 29, 2012 (edited) Sorry I can't continue this until mid-augustIn the very moment I'm available I'll finish it promise(sorry I reported my own message by error) Edited June 29, 2012 by eduh Quote Link to comment Share on other sites More sharing options...
eduh Posted August 19, 2012 Author Report Share Posted August 19, 2012 I said I'd continue it, and I have continued it. To restart again, I densified the forests, I corrected some errors, detailed some textures, and added the first signs of civilization, such as roads, fields or bridge, etc. In all it isn´t much, but expect this to be completed Quote Link to comment Share on other sites More sharing options...
MishFTW Posted August 19, 2012 Report Share Posted August 19, 2012 Looking much better dude. Why don't you make little inlets into the mountains for some extra building space? And perhaps raise the edges of the island to create sort of a "cup".Just imagine some huge cannons at the edge of the island blasting incoming ships. Must take a lot ships and units to storm that place Quote Link to comment Share on other sites More sharing options...
eduh Posted August 20, 2012 Author Report Share Posted August 20, 2012 (edited) The height can't be raised anymore. And if the buildings can't be put in the valleys I'll try to widen the space as you say Edited August 20, 2012 by eduh Quote Link to comment Share on other sites More sharing options...
eduh Posted August 29, 2012 Author Report Share Posted August 29, 2012 I've got this doing everyday a bit:But I have a problem. How do I delete buildings and other stuff? I've got some mills of Gaia player by error xD 1 Quote Link to comment Share on other sites More sharing options...
feneur Posted August 29, 2012 Report Share Posted August 29, 2012 Read the Atlas Manual: http://trac.wildfiregames.com/wiki/Atlas_Manual But in short, just select them with the Move/Rotate tool (the fourways arrows) and press delete. If they're actors press Alt when selecting them as the selection by default is limited to entities (the simple explanation of the difference is that actors are objects which can't be interacted with. For example, a tree could be placed both as an entity and an actor, if it's an entity it can be gathered from and will disappear once there is no more wood left in it, if it's an actor it cannot be gathered from). Quote Link to comment Share on other sites More sharing options...
idanwin Posted August 29, 2012 Report Share Posted August 29, 2012 (edited) Select the move cursor then click on the building and press 'del'It's also possible to change the owner of a building by selecting the building (using the move cursor) and selecting the owner in the drop-down menu at the bottom of the screen.EDIT: feneur already answered while I was writing this, anyway: the second part of my comment might still be of use! Edited August 29, 2012 by idanwin Quote Link to comment Share on other sites More sharing options...
feneur Posted August 29, 2012 Report Share Posted August 29, 2012 Select the move cursor then click on the building and press 'del'It's also possible to change the owner of a building by selecting the building (using the move cursor) and selecting the owner in the drop-down menu at the bottom of the screen.EDIT: feneur already answered while I was writing this, anyway: the second part of my comment might still be of use!And to add to that you can also just select the building and press the relevant number key to change the owner quickly (1-8 changes it to that player number, and 0 to Gaia ) Quote Link to comment Share on other sites More sharing options...
eduh Posted August 29, 2012 Author Report Share Posted August 29, 2012 Thanks people!'As you can see, the landscape is nearly finished. I know I'm going slowly by the way. After it, I'll do the roman camp, the celtic entrance fortress and the island. After that I'll post the link and if it is good it could be released with Alpha 11. Pretty please? Quote Link to comment Share on other sites More sharing options...
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