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Two new maps (Hadrian's Wall, East & Iron Age Hillfort)


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Hi!

Started with Atlas the other day, and, well, it seems to be going well. I'm really enjoying the editing capabilities, and the navigation is quite nice - I'm coming from Blender, so I've become a custom to a certain type of navigation setup.

So far only two maps are complete (I would like to add some waypoints/ triggers, and other essentials, but as of yet I am unsure as to how that happens with worlds... XML editing?); I do plan on eventually modelling new units, buildings, and environment props.

The first map shares no relation with history, it is a situation I have come up with, and a landscape that shares nothing with Briton - It was a test bed for painting heightmaps.

Iron Age Hillfort
Image: Hillfort
Set on the Southern coast of England, players can either take the role of the landed Roman II Augusta legion who have been sent to relieve the city, or the attacking Iceri who are determined to take back their tribal lands.

Short description in Atlas:
"AD 188, the Roman Legion, II Augusta, arrives on the South coast to relieve the Roman garrison stationed at Viverenx from the vicious revolt of the Iceri tribe."

Hadrian's Wall, Eastern coastline
Image: Hadrian's Wall, East
Set in the North-East of England, the map is actually modelled from maps of the North shields, Tynemouth, and other surrounding areas. Although the wall does not take a 100% accurate historical route through the landscape; I believe the wall may have ended further inland from the coast. Anyhow, this map is quite buildup and is for three players.

Short description in Atlas:
"The Empire Hadrian's Great Wall has come under attack by the Pictish* tribes; parts of the wall have crumbled under repeated attack and require urgent repairs. News is spreading that the tribes in the North are preparing for an all-out assault. The II Augusta Legion has been stretched thinly with recent attacks..."

*I haven't read much about this era in history for a while so I cannot say for certain if the picts were around in AD 188, but either way, they are labelled as one of the players for the time being. The Brigante are the third party, with Roman Legion II Augusta being the second.

I'll upload the maps to my Google drive to share - I am right in thinking I just need to zip the .xml, and .pmp files, yes?
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Ok if I want do it new official art, came to the art adev Forum. The eye candy props, units snd building needs volunteers.

Here you can do it for all community.

http://www.wildfiregames.com/forum/index.php?showtopic=16959&page=5

The map is nice but the units are the wrong epoch, obviusly we don't have

Imperial Rome yet.

Edited by Lion.Kanzen
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Very nice maps, a hillfort-type map would be perfect for a 'besieging Vercingetorix' campaign.

but Lion's right, the timeframe we're working with in this first part of 0 AD: Empires Ascendant, is from 300 BC - 1 AD. We'll be messing with the Roman Empire in 0 AD part II

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I've been browsing the art working part of the forum and I do plan on helping out with models, textures, animations, and other required items. I need a bit of time to go through some more threads though as to not duplicate any work.

I've attached the maps to play; The Briton 002 map shows two errors, but if you click suppress the game still loads and plays. It's preferably to also play them with medium - to - hard AI, else they don't do anything.

Custom_Maps.zip

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I've been browsing the art working part of the forum and I do plan on helping out with models, textures, animations, and other required items. I need a bit of time to go through some more threads though as to not duplicate any work.

I've attached the maps to play; The Briton 002 map shows two errors, but if you click suppress the game still loads and plays. It's preferably to also play them with medium - to - hard AI, else they don't do anything.

There is an art tasking thread at the top of the art development forums, if you want to work on a task just let Enrique know in the forum and he'll have the task assigned to you. We're working on the Seleucids next, just to give you an idea ;)

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  • 2 months later...

We have no triggers yet, it's a planned feature, but nobody is working on it yet. So it is expected this feature won't be included for a few more years.

Why need triggers? Aren't triggers artificial version of physics? I know they are used in RPG for developing a story line.

May be used for traps too, but that can be done via physics, so once we had basic physics we'd not need triggers or the other way round (which would be less dynamic and automatic as we had to define triggers for each physic action, i.e. falling in a hole in the ground, jumping off a cliff or ship ...).

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Why need triggers? Aren't triggers artificial version of physics? I know they are used in RPG for developing a story line.

May be used for traps too, but that can be done via physics, so once we had basic physics we'd not need triggers or the other way round (which would be less dynamic and automatic as we had to define triggers for each physic action, i.e. falling in a hole in the ground, jumping off a cliff or ship ...).

Triggers are basically ways to change things after the match has been started, based on specific conditions (there could be a trigger that adds X units at spot Y, if condition Z is fulfilled, or display a message once another condition is met, etc). So not really related to physics at all.

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