Nevar Posted November 25, 2018 Report Share Posted November 25, 2018 (edited) This mod would be huge potential library of maps that everyone could share. This would give more opportunities for people to play on custom maps online. Edited November 25, 2018 by Nevar 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 25, 2018 Report Share Posted November 25, 2018 If you are up to the task, your first mission would be to gather all the maps you can find on the forums, to make a mod. There are also a few maps on GitHub. https://github.com/0ADMods/campaign_first_punic_war https://github.com/0ADMods/map__gallic_wars https://github.com/0ADMods/maps_random_by_kali https://github.com/0ADMods/map_Battle_of_Gergovia https://github.com/0ADMods/Mapping-Contest 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted November 25, 2018 Report Share Posted November 25, 2018 7 minutes ago, stanislas69 said: https://github.com/0ADMods/maps_random_by_kali Almost all maps from that mod had been committed in A21. Some got deleted due to copyright issues (heightmap source), and was later re-written, (rmgen got changed so much between A22 and A23, you would need to change a lot of things to port them over. Not particularly difficult though) Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 25, 2018 Report Share Posted November 25, 2018 Ah yes, you're right, I just basically dumped every link on that git. Random maps are a special thing. Quote Link to comment Share on other sites More sharing options...
Nevar Posted November 25, 2018 Author Report Share Posted November 25, 2018 I was thinking that not everyone who has a map wants to share it. To solve this we could make a place for people to submit maps they made to be in the mod... If this happened there would be a whole library of maps, the person would have two options: download all the maps, or download specific maps. Quote Link to comment Share on other sites More sharing options...
coworotel Posted March 19, 2019 Report Share Posted March 19, 2019 (edited) There you go. Maps included: Skirmish: Italian Peninsula (6) - @Bigtiger Country Side (2) - @Bigtiger City VS City (2) - @Imperator Ferrum Princeps I Jungle Valley (2) - @Bigtiger Coastline (2) - @Bigtiger Lesvos Castle (2) - @Bigtiger The Duel (2) - @Bigtiger Battle of Vikingland - @woodpecker Fahrenheit (8) - @phoenixdesk Euboea Harvest (4) - @Bigtiger Alpine Rivers - @z4kRandom: dune - @nani fert - @nani fert_mountain - @nani grand_canyon - @nani plague_swamp - @nani riverway - @nani test - @nani test2 - @nani forest_nothing - coworotelScenarios: Paradise valley - @Nevar Olimpus 4 - @Juli51 First Battle of Numantia - @Lankusnav Siege of Numantia - @Lankusnav Brigantium (2) - @Lankusnav invasion_of_britain_by_KzoneDD - @KzoneDD At World's End - @shieldwolf23 FirthandFourth - @AgamemnonPhlemnon If your map is included but you want me to remove it, please contact me here or by private message. If you want to submit a map to be included, let me know. community_maps.zip Edited March 19, 2019 by coworotel 2 2 Quote Link to comment Share on other sites More sharing options...
Guest Posted March 19, 2019 Report Share Posted March 19, 2019 plague_swamp.jsplague_swamp.jsonplague_swamp_triggers.js One of hannibal's maps I took and "finished". Can't remember if it worked as expected, but most of the following should work. - Decrease health of random units (or sometimes kill) at intervals. Representing diseases. - Raising water which would destory farms on lower ground, (not sure if it raised high enough to make all buildings unusable) - Vermins (the insect cloud) which would damage units which are in it. These would move throughout the map and come into the base of each player to a random place at intervals. But as said before, this has been in a forum PM for a very long time. So might as well post here in case someone else could pick it up. Quote Link to comment Share on other sites More sharing options...
Lopess Posted March 19, 2019 Report Share Posted March 19, 2019 Many thanks coworotel !! I had made such a mod for myself but had not found so many. It would be nice if this mod was divugado in mod.io 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 19, 2019 Report Share Posted March 19, 2019 @Itms How about making a 0ad community mod entry for 0ad in mod.io (0adcommunitymaps.mod.io)? Instead of mods would be a zip with all the map data, the problem would be security concerns and review time (or none if is made as unofficial supported). All maps would go to the same 0ad_communit_mods folder mod, of course would need some support from 0ad for compatibility reasons. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 19, 2019 Report Share Posted March 19, 2019 (edited) 1 hour ago, coworotel said: plague_swamp - @nani This is map is from @Hannibal_Barca and @(-_-) 1 hour ago, coworotel said: test - @nani test2 - @nani Those are tests ... Edited March 19, 2019 by nani 1 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted March 19, 2019 Report Share Posted March 19, 2019 (edited) 3 minutes ago, nani said: This is map is from @(-_-) (and hannibal?) The terrain was all done by hannibal, see D907. The trigger script was my only addition. Edited March 19, 2019 by Guest Quote Link to comment Share on other sites More sharing options...
coworotel Posted March 19, 2019 Report Share Posted March 19, 2019 (edited) 21 minutes ago, nani said: This is map is from @Hannibal_Barca and @(-_-) Credits fixed. 21 minutes ago, nani said: Those are tests ... Maps removed. community_maps.zip Edited March 19, 2019 by coworotel Quote Link to comment Share on other sites More sharing options...
Guest Posted March 19, 2019 Report Share Posted March 19, 2019 57 minutes ago, (-_-) said: - Vermins (the insect cloud) which would damage units which are in it. These would move throughout the map and come into the base of each player to a random place at intervals. I guess I should clarify, I do not have the insect entity template anymore. Which would probably break the map. Would still generate with an error I guess. Although, if I were to do it again, I would do the same without using an entity template. Quote Link to comment Share on other sites More sharing options...
elexis Posted March 19, 2019 Report Share Posted March 19, 2019 On 11/25/2018 at 11:05 AM, stanislas69 said: https://github.com/0ADMods/maps_random_by_kali I recall that the "Ring" map looked quite interesting. It wasn't actively rejected, but it was just not continued. It looked a bit like the Gear map without water. I guess the radially symmetrical terrain is a bit odd. New maps are a good cause, I got so fed up playing the same 70 random maps again and again (many players only play one map, for years, 5 times per day, really weird). So thanks for that package. 1 1 Quote Link to comment Share on other sites More sharing options...
coworotel Posted March 19, 2019 Report Share Posted March 19, 2019 8 minutes ago, elexis said: https://github.com/0ADMods/maps_random_by_kali Just tested these, all of them throw an error and don't generate. I think the main error is: Reference error: RMS not defined Quote Link to comment Share on other sites More sharing options...
elexis Posted March 19, 2019 Report Share Posted March 19, 2019 1 hour ago, (-_-) said: plague_swamp_triggers.js 3.89 kB · 2 downloads Did you test the map in MP? g_InsectEntities sounds like it would trigger an OOS on rejoin, and should become a property of the Trigger prototype (thus serialized and deserialized). I will try the map eventually. 29 minutes ago, nani said: problem would be security concerns and review time Mods for mod.io are only reviewed for security concerns, which is not much to review for maps, since they have very limited JS Interfaces. Simulation/AI/rmgen context doesn't have much access, GUI does have much, much, much, much, much more access. 2 Quote Link to comment Share on other sites More sharing options...
elexis Posted March 19, 2019 Report Share Posted March 19, 2019 1 minute ago, coworotel said: Just tested these, all of them throw an error and don't generate. I think the main error is: Reference error: RMS not defined As smiley mentioned, the map would require rewrite since a lot of things changed in the last 3 years in that code. 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted March 19, 2019 Report Share Posted March 19, 2019 Just now, elexis said: Did you test the map in MP? Don't recall testing it out on SP either :-/ Quote Link to comment Share on other sites More sharing options...
nani Posted March 19, 2019 Report Share Posted March 19, 2019 17 minutes ago, elexis said: New maps are a good cause, I got so fed up playing the same 70 random maps again and again (many players only play one map, for years, 5 times per day, really weird). So thanks for that package. Your new map would make a great addition pity we only have images of it 1 Quote Link to comment Share on other sites More sharing options...
coworotel Posted March 19, 2019 Report Share Posted March 19, 2019 All the other maps are at least generating, many of them with some JS errors or warnings. @nani grand_canyon only generated a map without units 1 Quote Link to comment Share on other sites More sharing options...
nani Posted March 19, 2019 Report Share Posted March 19, 2019 Yeah that one was still in progress (and still is) 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted March 19, 2019 Report Share Posted March 19, 2019 18 minutes ago, nani said: Your new map would make a great addition pity we only have images of it I never wrote the trigger scripts though, and I wanted those decal paths, which require a new paradigm to store information sub-tilesize level efficiently, and some storytelling elements. Maybe some day. I remember another map that you could put into the mappack D1497. It's an overhaul of Alpine Valleys. (Problem is only that I'm a fan of the labyrinth and that overhaul seems to remove that from what I see on the screenshots.) In general it would be great if users could upload maps (and replays, D1723) more easily, so that user-generated 0ad content distribution is less bottlenecked. Quote Link to comment Share on other sites More sharing options...
coworotel Posted March 19, 2019 Report Share Posted March 19, 2019 (edited) 8 minutes ago, elexis said: I remember another map that you could put into the mappack D1497. It's an overhaul of Alpine Valleys. (Problem is only that I'm a fan of the labyrinth and that overhaul seems to remove that from what I see on the screenshots.) Where can I find the files for this map? I'm a noob about the source code workings... Edited March 19, 2019 by coworotel Quote Link to comment Share on other sites More sharing options...
coworotel Posted March 20, 2019 Report Share Posted March 20, 2019 I created a github repository for this package. https://github.com/cwrtl/community_maps Feel free to fork/modify etc. Quote Link to comment Share on other sites More sharing options...
Nescio Posted March 20, 2019 Report Share Posted March 20, 2019 3 minutes ago, coworotel said: I created a github repository for this package. https://github.com/cwrtl/community_maps Feel free to fork/modify etc. Licence? 1 Quote Link to comment Share on other sites More sharing options...
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