Bigtiger Posted January 6, 2018 Report Share Posted January 6, 2018 (edited) Hello, I thought I would share a map for the 0 A.D. community. This map tries to capture an area of conflict between the Romans and Gauls in proximity to the Alps. Please Let me know what you think, as i'm new to the 0 A.D. community. Spoiler Spoiler *Updated Map Image* Spoiler Map Download Xml File: Via Augusta (4).xml Pmp File: Via Augusta (4).pmp Edited January 8, 2018 by Bigtiger Final update for the download file. (Map Balanced) 9 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 7, 2018 Report Share Posted January 7, 2018 Great. Quote Link to comment Share on other sites More sharing options...
elexis Posted January 7, 2018 Report Share Posted January 7, 2018 Very nice. Just care a bit about that civic center at the bottom left, that guy has way less trees than the other civic centers. Perhaps it could just be a 3-player map. But it is important that all players have about the same territory too. Other than that, we could and probably should commit it to our codebase! 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 7, 2018 Report Share Posted January 7, 2018 Fewer 1 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted January 8, 2018 Author Report Share Posted January 8, 2018 Thank you for the feedback. I'll keep in mind to balance each player with the resources. Question, what is the appropriate amount for starting trees, stone and metal flora for a four player map. As what is considered a lot vs not even close. Just to keep it balanced for all civs in certain biomes. Again thank you for the feedback. Quote Link to comment Share on other sites More sharing options...
elexis Posted January 8, 2018 Report Share Posted January 8, 2018 It's not so important to have a certain amount of resources, but to have the equal amount for all players. If resources are rare, players have to use them very wisely. But if one player has more resources than the other one, or easier access to them, it won't be a fair battle. 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted January 8, 2018 Author Report Share Posted January 8, 2018 10 minutes ago, elexis said: It's not so important to have a certain amount of resources, but to have the equal amount for all players. If resources are rare, players have to use them very wisely. But if one player has more resources than the other one, or easier access to them, it won't be a fair battle. Noted, i'll be sure to apply this to future maps. Quote Link to comment Share on other sites More sharing options...
elexis Posted January 8, 2018 Report Share Posted January 8, 2018 Tell me when you're done, this map should be committed, judging from the screenshots. Quote Link to comment Share on other sites More sharing options...
elexis Posted January 8, 2018 Report Share Posted January 8, 2018 In fact I have created a ticket because I see this forum thread just being forgotton and neglected like many others: #4934. If you want to be mentioned with your full name in the credits, please post it here or upload a patch for art.json. Also Roman Roads had more stones on them? So perhaps a different map name or a different texture would improve the historical accuracy :-) 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 8, 2018 Report Share Posted January 8, 2018 Well it appears to me like the mapping experts @niektb @shieldwolf23 @Skhorn @Tiber7 might have missed that thread 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted January 8, 2018 Author Report Share Posted January 8, 2018 So I changed the texture that is closer to a Roman road, and changed the name of the map to Via Augusta. I did a little research on Roman roads, and darn they knew how to make some impressive roads for that time in history. My name doesn't need to be in the credits if the map is commited. Here's a link for the Roman road I think fits this map. https://en.wikipedia.org/wiki/Via_Julia_Augusta Xml: Via Augusta (4).xml Are the PMP file needed? 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted January 8, 2018 Report Share Posted January 8, 2018 The PMP file contains the terrain, it is absolutely needed. We add the names of all contributors, just so that we can see who did what (even if they just changed one line). The new name is authentic, I like that. Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted January 8, 2018 Author Report Share Posted January 8, 2018 (edited) Okay, here is everything that you will need (I hope). Name: Bigtiger (Nathanael.M) Files: Via Augusta (4).pmp / Via Augusta (4).xml Screenshot Spoiler Edited January 8, 2018 by Bigtiger Quote Link to comment Share on other sites More sharing options...
elexis Posted January 8, 2018 Report Share Posted January 8, 2018 The available area of the players is about equal, but the guy at the bottom left seems to have a big disadvantage with regards to trees, no? 1 Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted January 8, 2018 Author Report Share Posted January 8, 2018 32 minutes ago, elexis said: The available area of the players is about equal, but the guy at the bottom left seems to have a big disadvantage with regards to trees, no? Ah, thank you I forgot to address that. Fixing it right now. 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted January 11, 2018 Report Share Posted January 11, 2018 Also the ground at the CC usually has some stone or road texture. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 11, 2018 Report Share Posted January 11, 2018 Just now, elexis said: Also the ground at the CC usually has some stone or road texture. I like this map. Quote Link to comment Share on other sites More sharing options...
elexis Posted January 14, 2018 Report Share Posted January 14, 2018 Well the tree distribution looks worse on the screenshot than when playing the game. I commit it as is. If you want to change some things afterwards, that's always possible. I'll add a thumbnail. Thanks for the map, I hope we see more :-) Quote Link to comment Share on other sites More sharing options...
elexis Posted January 14, 2018 Report Share Posted January 14, 2018 Actually I just noticed an issue with (at least one) of the terrain textures used there. Perhaps @stanislas69 sees a quick fix? It only occurs when enabling GLSL: (Not a blocker for the map IMO) Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 14, 2018 Report Share Posted January 14, 2018 Just now, elexis said: Actually I just noticed an issue with (at least one) of the terrain textures used there. Perhaps @stanislas69 sees a quick fix? It only occurs when enabling GLSL: (Not a blocker for the map IMO) Nah nothing I can do sadly. It's due to the usage of the grass fancy, so unless you remove it and use the non fancy version there is no easy fix. Maybe @vladislavbelov has a fix. It's also due of a bug that's been reported in trac. Related Tickets #45 Enhance Terrain Blending #2073 Terrain Overlay Disappear with GLSL #2953 Terrain incorrect shadow rendering #3674 Terrain textures differs between ARB and GLSL 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted January 14, 2018 Report Share Posted January 14, 2018 So let's go with the simple solution. Also I noticed the CCs should have the same standard 45° angle. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted January 14, 2018 Report Share Posted January 14, 2018 1 hour ago, stanislas69 said: Nah nothing I can do sadly. It's due to the usage of the grass fancy, so unless you remove it and use the non fancy version there is no easy fix. Maybe @vladislavbelov has a fix. It's also due of a bug that's been reported in trac. Related Tickets #45 Enhance Terrain Blending #2073 Terrain Overlay Disappear with GLSL #2953 Terrain incorrect shadow rendering #3674 Terrain textures differs between ARB and GLSL Current solution is don't use these materials, because it has wrong rendering algorithm (I have ideas only in mind, currently I'm still pretty busy with our GUI rendering). Actual ticket is #4219 (last fix was by @elexis: r18890). 1 Quote Link to comment Share on other sites More sharing options...
DarcReaver Posted January 14, 2018 Report Share Posted January 14, 2018 Actually a very interesting map layout. Me likes. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 14, 2018 Report Share Posted January 14, 2018 11 minutes ago, DarcReaver said: Actually a very interesting map layout. Me likes. Indeed, only needs eyecandy stuff, l like StarCraft/Blizzard style maps. Quote Link to comment Share on other sites More sharing options...
Bigtiger Posted January 15, 2018 Author Report Share Posted January 15, 2018 Thank you for the support for this map. Im still new with the map editor so i'm not that great at finding bugs and what textures to use. If anyone wants to take on fixing them, or make changes please feel free to make whatever changes you want. 23 hours ago, stanislas69 said: #45 Enhance Terrain Blending #2073 Terrain Overlay Disappear with GLSL #2953 Terrain incorrect shadow rendering #3674 Terrain textures differs between ARB and GLSL Going over these to learn some more about the map editor. Thanks 1 Quote Link to comment Share on other sites More sharing options...
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