Temuchin Khan's maps

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

User avatar
Temuchin Khan
Posts: 1790
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - Update

Post by Temuchin Khan »

When I posted the first Agaia map, I said that I retained the right to write stories set in this world. I just wanted to mention that last year I did start writing one. Not sure when it will be finished--not so much writer's block as choosing between different possible ways I could develop it. But I do have over 50,000 words, so some progress has certainly been made. I'll post about it here once it's finished.
User avatar
Temuchin Khan
Posts: 1790
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - Agaia Redux & Ultima & Midlands

Post by Temuchin Khan »

O.K. I made a few minor changes with no impact on gameplay and made a 1.14-compatible version of Agaia Ultima.
Agaia_Ultima_for_1.14.zip
(4.8 KiB) Downloaded 161 times
User avatar
Temuchin Khan
Posts: 1790
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - Agaia Redux & Ultima & Midlands

Post by Temuchin Khan »

O.K. I have here a new version of Cormoran Island, dubbed Cormoran Island Flux. I have eliminated two villages, an oasis, a dry dirt, a rubble, a cave floor, and a dry grass. In their place, I added one village, five oases, two castle spaces, a sand dune, and a cave path. I also changed one village from a tent village to a cave village. Players 3 and 9 are the ones most impacted by these changes.

Here it is:
Cormoran Island Flux.png
9p_Cormoran_Island_Flux.map.zip
(2.37 KiB) Downloaded 111 times
User avatar
Temuchin Khan
Posts: 1790
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - Cormoran Island Flux

Post by Temuchin Khan »

I've been working on a new version of the Wesnoth map. Just letting everyone know that sooner or later there'll be something new here!
User avatar
Temuchin Khan
Posts: 1790
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - coming soon

Post by Temuchin Khan »

Like I said, new version of the Wesnoth map is coming.

Also, does anyone remember that map a few years ago of what Mars would look like with water? If it isn't copyrighted, I might make a Wesnoth map based on that. Just an idea. If it isn't under copyright.
User avatar
Atreides
Posts: 1039
Joined: March 30th, 2019, 10:38 pm
Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off

Re: Temuchin Khan's maps - coming soon

Post by Atreides »

Temuchin Khan wrote: March 16th, 2022, 9:31 pm Like I said, new version of the Wesnoth map is coming.

Also, does anyone remember that map a few years ago of what Mars would look like with water? If it isn't copyrighted, I might make a Wesnoth map based on that. Just an idea. If it isn't under copyright.
:-)...

That's a drooling emoticon. I hope to see this.
User avatar
Temuchin Khan
Posts: 1790
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - Wesnoth Redux

Post by Temuchin Khan »

As promised, a new version of the Wesnoth map:
9p_Wesnoth_Redux.zip
(2.81 KiB) Downloaded 87 times
Wesnoth Redux.png
I also included a new version of the Wesnoth Sands map:
9p_Wesnoth_Sands_Redux.zip
(2.21 KiB) Downloaded 82 times
Wesnoth Sands Redux.png
Finally, I did get started on Mars. Here's a look at the progress so far:
Mars Unfinished.png
User avatar
Temuchin Khan
Posts: 1790
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps - Oops

Post by Temuchin Khan »

I mistakenly deleted that Mars map I was working on. Have to start again from scratch. Not sure when it will be finished.
User avatar
Temuchin Khan
Posts: 1790
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps

Post by Temuchin Khan »

So, been a while since I posted in this thread. Mistakenly deleting the would-be Mars map took the wind out of my sails, plus I've been pretty busy the last few years.

Lately, though, I've looking at the Wesnoth Redux map and it feels a little too small. I've been working on a slightly enlarged version--just 2 or 3 hexes to the south, nothing major, but enough to make it feel right. And a few other minor changes. Plus, I wanted to take advatage of some of the new terrains in 1.17 branch.

I'll post it when I'm satisfied.
User avatar
Atreides
Posts: 1039
Joined: March 30th, 2019, 10:38 pm
Location: On the 2nd story of the centre village of Merwuerdigliebe turning the lights on and off

Re: Temuchin Khan's maps

Post by Atreides »

Boy, I just realized I gotta download them here. Silly me, waiting for the add-on. Will try them out ASAP.
User avatar
Lord-Knightmare
Discord Moderator
Posts: 2337
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.
Contact:

Re: Temuchin Khan's maps

Post by Lord-Knightmare »

Atreides wrote: October 25th, 2023, 8:24 pm Boy, I just realized I gotta download them here. Silly me, waiting for the add-on. Will try them out ASAP.
I think such intricately designed maps would be more accessible and get more play counts if downloaded as a published addon. Making a map pack should not take long.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
User avatar
Temuchin Khan
Posts: 1790
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Temuchin Khan's maps

Post by Temuchin Khan »

Lord-Knightmare wrote: October 26th, 2023, 7:15 am
Atreides wrote: October 25th, 2023, 8:24 pm Boy, I just realized I gotta download them here. Silly me, waiting for the add-on. Will try them out ASAP.
I think such intricately designed maps would be more accessible and get more play counts if downloaded as a published addon. Making a map pack should not take long.
That's probably true. Unfortunately, so far I have not figured out how to do that!
User avatar
Pentarctagon
Project Manager
Posts: 5496
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: Temuchin Khan's maps

Post by Pentarctagon »

FYI in 1.17, the editor can create a blank add-on for you as well as has a dialog for creating the _server.pbl.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
User avatar
Lord-Knightmare
Discord Moderator
Posts: 2337
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.
Contact:

Re: Temuchin Khan's maps

Post by Lord-Knightmare »

FYI in 1.17, the editor can create a blank add-on for you as well as has a dialog for creating the _server.pbl.
Really nice game-feature marketing XD
Saw his chance and shot

Next up, we need "send feedback to author" button which sends the feedback as a message.
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
User avatar
Pentarctagon
Project Manager
Posts: 5496
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: Temuchin Khan's maps

Post by Pentarctagon »

Situations like this are why I added the feature after all :P

Auto-posting to the forums from the game would be fairly difficult though.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
Post Reply