WhiteLion Posted March 15, 2015 Report Share Posted March 15, 2015 Two new maps incoming for the series of Carthaginians campaign...Hope you like it map_The_Fall_Of_Trapani.zipmap_The_Rebellion_Of__Mercenaries.zip 1 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted March 15, 2015 Report Share Posted March 15, 2015 (edited) Maybe you could improve a little more the terrain, to make it more realistic, it seems like a lot of squares and linear shapes and perhaps add bushes/rocks around.Btw, it would be cool if you garrison some archers in those walls. Edited March 15, 2015 by Skhorn 2 Quote Link to comment Share on other sites More sharing options...
WhiteLion Posted March 15, 2015 Author Report Share Posted March 15, 2015 (edited) OK, I will improve, thanks for the feedback... how can I garrison Troups in the editor? Edited March 15, 2015 by WhiteLion Quote Link to comment Share on other sites More sharing options...
Skhorn Posted March 16, 2015 Report Share Posted March 16, 2015 (edited) Haven't tried, but you could place the archers in the ground and move the enemy line backwards. By this the player who has the walls can have the time to put the archers in walls and you let him prepare for the attack.Or ask in http://webchat.quakenet.org/?channels=0ad if it is possible.Also, you can give a more good looking to the buildings inside, make 'feel' more like a human settlement, not like if they were dropped from the sky. Edited March 16, 2015 by Skhorn Quote Link to comment Share on other sites More sharing options...
WhiteLion Posted March 16, 2015 Author Report Share Posted March 16, 2015 (edited) About the squares If you're talking about the squared port, I did it on purpose the real one is like that. Edited March 16, 2015 by WhiteLion Quote Link to comment Share on other sites More sharing options...
WhiteLion Posted March 16, 2015 Author Report Share Posted March 16, 2015 I'd like to give more time to the defender, the problem is that if I put the attacker too far it doesn't attack, the best solution is for sure to organize the attack in waves, but I don't know how to do that. 1 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted March 16, 2015 Report Share Posted March 16, 2015 (edited) Oh no no, i wasn't talking about that. I'm talking about this: check the image.You can smooth those sides to make it look better, also it may fits you to take a look to other maps, that way you could learn something useful to improve your map. Btw, while looking those pictures, you can place the buildings to give that look (Not exactly the same look), but kinda similar, its just improvement. - http://wildfiregames.com/forum/index.php?showtopic=19368- http://wildfiregames.com/forum/index.php?showtopic=17326&page=2 in there check the maps of jaimele.I'd like to give more time to the defender, the problem is that if I put the attacker too far it doesn't attack, the best solution is for sure to organize the attack in waves, but I don't know how to do that.You can make a trigger for that, check this map http://wildfiregames.com/forum/index.php?showtopic=19552 it has triggers, but you need to have some knowledge in js. This may suit you:- http://trac.wildfiregames.com/wiki/Triggers- http://trac.wildfiregames.com/wiki/Modding_GuideOr you could make that map for two players. One acts as the defender and the other one as the attacker. Edited March 16, 2015 by Skhorn 1 Quote Link to comment Share on other sites More sharing options...
leper Posted March 16, 2015 Report Share Posted March 16, 2015 Someone already made a map of Carthage (including building the harbour with lots of docks (or dock actors)) at some point in the past, but I can't find the topic. You can't garrison units using a GUI in Atlas yet, but by adding a few lines to the map XML file you can (See #3008). 1 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted March 16, 2015 Report Share Posted March 16, 2015 (edited) Someone already made a map of Carthage (including building the harbour with lots of docks (or dock actors)) at some point in the past, but I can't find the topic.You can't garrison units using a GUI in Atlas yet, but by adding a few lines to the map XML file you can (See #3008).Guess you refer to this one, by jaimele @Leper, techs can be setted the same as the garrison units? I mean, you want a player to be in the third phase with all the technologies researched at the beginning of the map Edited March 16, 2015 by Skhorn Quote Link to comment Share on other sites More sharing options...
trompetin17 Posted March 16, 2015 Report Share Posted March 16, 2015 Guess you refer to this one, by jaimele @Leper, techs can be setted the same as the garrison units? I mean, you want a player to be in the third phase with all the technologies researched at the beginning of the mapActually in the 018 version you can do this but it doesnt support from atlas yet, look up this ticket http://trac.wildfiregames.com/ticket/1404 2 Quote Link to comment Share on other sites More sharing options...
leper Posted March 16, 2015 Report Share Posted March 16, 2015 Skhorn: No, there was one of Carthage itself (including the harbour with the military dock in the center surrounded by normal docks), which looked quite similar to the reconstructions. Yes, researched technologies and also disabled templates can be set in a similar way (See #1404). 1 Quote Link to comment Share on other sites More sharing options...
WhiteLion Posted March 16, 2015 Author Report Share Posted March 16, 2015 (edited) I corrected the map of Carthage, I will try to fix the other adding waves of enemyes,let me know if you got other suggestions.map_The_Rebellion_Of__Mercenaries.zip Edited March 16, 2015 by WhiteLion Quote Link to comment Share on other sites More sharing options...
WhiteLion Posted March 16, 2015 Author Report Share Posted March 16, 2015 Sorry for the bad quality of the screenshots but I don't have a great Graphic Card 1 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted March 16, 2015 Report Share Posted March 16, 2015 Now it seems better Quote Link to comment Share on other sites More sharing options...
leper Posted March 16, 2015 Report Share Posted March 16, 2015 Looks a lot better now. On the second picture there are trees in the wall, removing those would be nice. On the last picture you can see the territory having holes, you can use the special/territory_pull entities to fill that. Quote Link to comment Share on other sites More sharing options...
Skhorn Posted March 16, 2015 Report Share Posted March 16, 2015 I just downloaded the zip, but there is no files inside(?) Still reworking them? Quote Link to comment Share on other sites More sharing options...
WhiteLion Posted March 16, 2015 Author Report Share Posted March 16, 2015 ops..my bad I left the files on my desktop and zipped the empty folder , I fix it and then I'll post it again. Quote Link to comment Share on other sites More sharing options...
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