Random Default Map (REMOVED)

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Aethaeryn
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Re: Random Default Map: Now with random starting position!

Post by Aethaeryn »

Interesting add-on!

I have an old-but-not-forgotten 1v1 called Twin Rivers for your testing category. Maybe this add-on will give it some visibility.

(Files from Aethaeryn's Maps on the add-ons server.)
Attachments
2p_Twin_Rivers.cfg
The cfg file from Aethaeryn's Maps. Modify for your use.
(1.24 KiB) Downloaded 324 times
twin_rivers.map
The map file.
(9.23 KiB) Downloaded 288 times
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grrr
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Re: Random Default Map: Now with random starting position!

Post by grrr »

So the latest version included random starting positions, but that's perhaps not what all of you want.
Now Soliton made the proposal to let the two players vote on that matter (revote on split votes, 1:1) before advancing to the random default map.
Another solution (well, not really. more a hack) would be to offer random map sets in two flavours: w/ and w/o random start position.

Comments?
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eyerouge
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Re: Random Default Map: Now with random starting position!

Post by eyerouge »

grrr wrote:So the latest version included random starting positions, but that's perhaps not what all of you want.
Now Soliton made the proposal to let the two players vote on that matter (revote on split votes, 1:1) before advancing to the random default map.
Another solution (well, not really. more a hack) would be to offer random map sets in two flavours: w/ and w/o random start position.

Comments?
Vote is the way to go if it's doable and not a can of worms. Having two sets will probably just cause confusion in the long run.
ps7
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Re: Random Default Map: Now with random starting position! 0.5.5

Post by ps7 »

Hi.
Now I post my original map too.
(btw, is this thread intended to post original map ? ...)
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2p_Remote_Isle.cfg
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2p_Remote_Isle.map
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Baufo
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Re: Random Default Map: Now with random starting position! 0.5.5

Post by Baufo »

Since I am not quite sure which of these two maps you had in mind the attached archive contains both of them (scenario files included).
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1vs1_maps.zip
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I was working on the proof of one of my poems all the morning, and took out a comma. In the afternoon I put it back again. -- Oscar Wilde
grrr
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Re: Random Default Map: Now with random starting position! 0.5.5

Post by grrr »

I now included 6 (err ... make that 7) UMC maps in the testing map. As for the "Overwrite?" replay message, I am out of luck and we have to wait for 1.8 I guess. Thanks for the map makers who allowed me to include their maps!
grrr
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Screenshots of UMC maps (part1)

Post by grrr »

2p EOT, 2p FTM
Spoiler:
Last edited by grrr on September 14th, 2009, 8:27 am, edited 3 times in total.
grrr
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Screenshots of UMC maps (part2)

Post by grrr »

2p RI, 2p TSH, 2p TBL, 2p TR, 2p UFS
Spoiler:
Last edited by grrr on September 9th, 2009, 9:03 pm, edited 1 time in total.
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Doc Paterson
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Re: Random Default Map: Now with 7 new UMC maps! 0.6.2

Post by Doc Paterson »

I'm going to make a recommendation that you guys go for less general names for these maps. Calling a map "The Badlands" for example strikes me as a little weak, particularly when we already have a default map that uses "Badlands" in its name.

I think Baufo has the right idea here, in giving his maps distinctive titles.

Another thing that might be of interest to everyone in this thread is that I'm going to be holding a 1v1 map design tournament, beginning some time fairly soon; probably starting in a few weeks from now. I'll put the winner's map into the development version of the game. If this tournament goes well and yields great results, I may have others.

When we're close to starting it up, I'll make a post in the MP forum, but I thought some people might enjoy an advance warning. :)
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without your noses.
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grrr
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Re: Random Default Map: Now with 7 new UMC maps! 0.6.4

Post by grrr »

0.6.4: Hopefully fixed an OOS with 4mp leaders not being quick for one side =/
grrr
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Re: Random Default Map: Now with 7 new UMC maps! 0.6.4

Post by grrr »

0.7: Included 2v2 maps again!
0.7.1: Fixed starting positions for 4p Clash ><
0.7.2 Fixed scenario id for 4p Clash
0.7.3 All of a sudden, random start time now causes OOS. Until the source is known I fixed the 2v2 sets to use fixed start time.
0.7.4 Fixed a misnamed macro and also replaced @ with ~ for including files.
0.7.5 Fixed gold settings on Isar's Cross.
0.7.6 Rearranged 2v2 map sets (fun and tourney).
grrr
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Re: Random Default Map: Now with random starting position!

Post by grrr »

eyerouge wrote:
grrr wrote:... Now Soliton made the proposal to let the two players vote on that matter (revote on split votes, 1:1) before advancing to the random default map.
Another solution (well, not really. more a hack) would be to offer random map sets in two flavours: w/ and w/o random start position.

Comments?
Vote is the way to go if it's doable and not a can of worms. Having two sets will probably just cause confusion in the long run.
Turns out in-game dialogs with WML are a can of worms, at least for MP. There seems to be no elegant way to sync player choices other than letting each player choose on their turn only. Which would prolong getting to the real game. And it is not a nice user experience, either.

So I go for the hack: 2 map sets for each original map set. But I'll cut down on map sets, perhaps only have 3 1v1 sets (6 with fixed start pos), and 2 2v2 sets (4 with fixed start pos).
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A Guy
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Re: Random Default Map: Ported to 1.7.5! 0.7.6

Post by A Guy »

Also, options in messages other than in moveto events or right-click menus cause OOS.
I'm just... a guy...
I'm back for now, I might get started on some work again.
grrr
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Re: Random Default Map: Merged map updates (0.8.1)

Post by grrr »

0.8 Introduced map sets with fixed starting position
0.8.1 Merged map updates from Doc Paterson
0.8.2 Changed village layout on "Fast to Madness"
0.8.3 Allow UMC maps to be directly chosen from the maps list
0.8.4 Fixed missing ToD for directly selectable UMC maps
Last edited by grrr on September 15th, 2009, 8:02 pm, edited 3 times in total.
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Re: Random Default Map: Merged map updates (0.8.1)

Post by grrr »

One serious bug: the host has to be in a players slot when starting the game. Starting a game from an observers slot will generate some MP-campaigns-related error, and the game will become stuck.
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