nani Posted July 14, 2018 Report Share Posted July 14, 2018 (edited) Hi again ! New map. Was quite easy to make but nonetheless fun. Tha map is supposed to be the Sahara desert so there is not much to it apart from the sand and dunes. Players will have to trade and fight to defend their trades lines while using the strategically height of the dunes to defend and attack. Best setting are gameplay with teams, very high starting resources and map size large, very large or even for better experience: gigant . The procedural generation of the dunes is taken partly from the pdf "Dunes and Sandwaves with Terragen 2 A tutorial by Laurent Avenel (Wiwine)". Feel free to point out some possible flaws or improvements that could be made and try it out ! Thx @(-_-) for the perlin code. DOWNLOAD MAP: nani_maps_v0.10.0.pyromod Edited May 1, 2019 by nani Added stuff. Map updated 5 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted July 14, 2018 Report Share Posted July 14, 2018 (edited) 12 minutes ago, nani said: The procedural generation of the dunes @elexis Perhaps this can be integrated into rmgen? Regarding the map itself; Due to the lack of resources, players may struggle mid-game. why not add treasures? Randomly on the whole map, or near the initial CC. Adding eyecandy decorations would make the map look more alive. Since this is Sahara, some egyptian statues or skeletons would fit perfectly. Need to actually generate to give more feedback. Edited July 14, 2018 by Guest Edit instead of double post Quote Link to comment Share on other sites More sharing options...
coworotel Posted July 14, 2018 Report Share Posted July 14, 2018 It would be cool to have some random sandstorms 2 Quote Link to comment Share on other sites More sharing options...
aeonios Posted July 14, 2018 Report Share Posted July 14, 2018 Sand dune maps are so cool but so impractical from a gameplay standpoint. That said I'm not a huge fan of the orange sand, and it's a bit boring both from a texture standpoint and in terms of terrain. I think there should be random open/lowland areas that aren't covered in dunes. Maybe even oases. That would make it more interesting and also create an opportunity to add trees and things to the map to make it less resource poor. 1 hour ago, coworotel said: It would be cool to have some random sandstorms This too, although that's really easy to do. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted July 14, 2018 Author Report Share Posted July 14, 2018 (edited) 2 hours ago, (-_-) said: why not add treasures? Would it be reasonable to find random treasures in a desert? 2 hours ago, (-_-) said: , some egyptian statues or skeletons would fit perfectly. Maybe place the treasures near these ones like if it were loot. 33 minutes ago, aeonios said: This too, although that's really easy to do. How would you do the sandstorms? Edited July 14, 2018 by nani typo Quote Link to comment Share on other sites More sharing options...
Guest Posted July 14, 2018 Report Share Posted July 14, 2018 3 minutes ago, nani said: How would you do the sandstorms? See red_sea for an example. Basically, you would just need to place the dust particle. Quote Link to comment Share on other sites More sharing options...
aeonios Posted July 14, 2018 Report Share Posted July 14, 2018 20 minutes ago, nani said: Would it be reasonable to find random treasures in a desert? Sure, right next to the skeletons of the people who left them there. Random treasures are a weak way to balance a map though. You can't expect random treasures to supply the tens of thousands of wood that each player needs in order to compete reasonably. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 15, 2018 Report Share Posted July 15, 2018 16 hours ago, ffffffff said: please rename to nmod and update the file in the first post on mod updated but also new post for updates y tho Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 15, 2018 Report Share Posted July 15, 2018 (edited) 20 hours ago, nani said: Spoiler Hi again ! New map. Was quite easy to make but nonetheless fun. Tha map is supposed to be the Sahara desert so there is not much to it apart from the sand and dunes. Players will have to trade and fight to defend their trades lines while using the strategically height of the dunes to defend and attack. Best setting are gameplay with teams, very high starting resources and map size large, very large or even for better experience: gigant . The procedural generation of the dunes is taken partly from the pdf "Dunes and Sandwaves with Terragen 2 A tutorial by Laurent Avenel (Wiwine)". Feel free to point out some possible flaws or improvements that could be made and try it out ! Thx @(-_-) for the perlin code. *****DOWNLOAD FILE******* (includes this map and the previous one I made [Fert] ) nani_maps.pyromod ********************** Neat! I think from a gameplay perspective, the scale of the dunes is outsized from terrain features in most other maps in the game. I think if the dunes scale was reduced by about 40% you'd have something super cool here. Put a randomly seeded oasis in the middle surrounded by dunes or something and you got a stew goin. I like what you did with the ambient colors to make the dunes that orange color. Perhaps have a few variations between a set of few different realistic colors to make the map look slightly different each time. Also, too bad the game doesn't have SSAO. Would look so much better on a map like this. Edited July 15, 2018 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted July 15, 2018 Report Share Posted July 15, 2018 A DunePainter is something that was missing on Elephantine and Jebel Barkal. To fix the resource problem and increase aesthetics, could have half of the map dunes, the other half something else. Finding a geographic location that the map represents can inspire further content. 1 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted July 15, 2018 Report Share Posted July 15, 2018 I haven't really looked into how @nani generated his dunes. But I'm guessing he used Perlin Noise to some extent. While I cannot confirm how a pure perlin noise approach would look in 0AD, the following is generated using just perlin noise. This would be relatively inexpensive performance wise as well. Quote Link to comment Share on other sites More sharing options...
nani Posted July 15, 2018 Author Report Share Posted July 15, 2018 2 hours ago, wowgetoffyourcellphone said: Also, too bad the game doesn't have SSAO. Would look so much better on a map like this. Exactly. Ambient oclusion would fix the plain shadows in the dunes (as you can see, the sadows hide all the terrain geometry detail and leave a solid crude orangish color) and would accentuate the smalls dunes. 24 minutes ago, (-_-) said: I haven't really looked into how @nani generated his dunes. But I'm guessing he used Perlin Noise to some extent. While I cannot confirm how a pure perlin noise approach would look in 0AD, the following is generated using just perlin noise. This would be relatively inexpensive performance wise as well. My gen is done with the base function dune(x,xm,dune or dome) function found in the pdf mentioned before. (xm: crest position) The perlin noise is used to displace the dunes and their hieght. I made 3 layers of dune generation, each one with samller dunes. These layers then are averaged depending on some weights so it looks nice (I think the 3rd layer i made wasn't really necessary) Quote Link to comment Share on other sites More sharing options...
nani Posted July 15, 2018 Author Report Share Posted July 15, 2018 34 minutes ago, (-_-) said: Is this a sin function with 1 perlin nosie ? XD Quote Link to comment Share on other sites More sharing options...
destro Posted July 15, 2018 Report Share Posted July 15, 2018 No woods?! :0 1 Quote Link to comment Share on other sites More sharing options...
aeonios Posted July 16, 2018 Report Share Posted July 16, 2018 AO is a pain, and possibly expensive. There are filterable versions that are promising, but still a pain. I might play around with that eventually but the extended feature freeze has pretty much forced my work to a halt. 2 Quote Link to comment Share on other sites More sharing options...
nani Posted July 16, 2018 Author Report Share Posted July 16, 2018 Update (v0.5): Added the classic desert's oasis, dust particles and treasures :D Made dunes smaller and shorter and some water color retouches. 8 Quote Link to comment Share on other sites More sharing options...
faction02 Posted July 16, 2018 Report Share Posted July 16, 2018 Thanks nani for contributing! 1 Quote Link to comment Share on other sites More sharing options...
coworotel Posted July 16, 2018 Report Share Posted July 16, 2018 That map asks for footsteps in the sand. I tried the map in size giant, really nice! 2 Quote Link to comment Share on other sites More sharing options...
nani Posted July 19, 2018 Author Report Share Posted July 19, 2018 Maps minor updates: Fert - King of the hill: added lateral paths that connect each player without passing through the middle of the map and corrected fish and trees population density problem (no more lag). Dune - Deset map: added eyecandy and fauna (camels and red foxes). Quote Link to comment Share on other sites More sharing options...
itrelles Posted July 20, 2018 Report Share Posted July 20, 2018 nani!!! where is the map??? Quote Link to comment Share on other sites More sharing options...
nani Posted July 20, 2018 Author Report Share Posted July 20, 2018 1 minute ago, itrelles said: nani!!! where is the map??? nani_maps.pyromod(v0.6) <- New one (rereupload) 1 Quote Link to comment Share on other sites More sharing options...
Jofursloft Posted July 20, 2018 Report Share Posted July 20, 2018 itrelles watch first post of the page Quote Link to comment Share on other sites More sharing options...
gaius Posted August 2, 2018 Report Share Posted August 2, 2018 (edited) @naniI included these two maps in my balancing-mod. I hope it is still ok for you, they are really great maps. And in one version i changed the setting that way, that players need to heavily trade, as your first intention was. And in some of the new maps a new gameplay is implemented, f.e. with no unit gathering, but buildings give resources; or Soldier cannot work anymore, some maps have builder that can build camps with the capability of producing legions, etc. .Or some maps offer some noob buffering so 2vs1 is possible or a game between different skilled players. https://0ad.mod.io/balancing-mod/ Edited August 3, 2018 by gaius 1 Quote Link to comment Share on other sites More sharing options...
Imarok Posted August 13, 2018 Report Share Posted August 13, 2018 Wow, nice dunes :O 1 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.