1vs1 map

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Quetzalcoatl
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1vs1 map

Post by Quetzalcoatl »

I made new map lately, its available on addon server (my map pack) for dev version of wesnoth. This one was inspired by Sulla's Ruins and Fast to Madness (made by Baufo) but i think its original enough to post it here :)

There are two hexes with runes that works exactly like villages (in terms of healing) while unit on them still have def like on plain.

Any feedback/input/criticism/replays will be highly appreciated :)
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Doc Paterson
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Re: 1vs1 map

Post by Doc Paterson »

:D

Wow, I'm very impressed by this map- the distinctiveness, the creativity, the balance, etc- to the extent that I might consider adding it to Dev branch after a bit more work is done.

I think you should add *a little bit* more forest and mountain on the eastern and western central areas, and it looks to be slightly Drake-ish on the whole, but again, wow, this is a great first draft.
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Re: 1vs1 map

Post by grrr »

Let those "coffin ships" on the river Styx move around with some more WML. Perhaps even show how they unload freshly arrived souls =)
Caphriel
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Re: 1vs1 map

Post by Caphriel »

Please tell me flying units can't go out over the void around the edges :| Besides drake leaders being able to fly out there and stalemate 3 factions, it provides all sorts of tactical abilities for factions with flying units.

On an entirely off-topic note, how do you get effects like the doors or mine entrance on mountains? I did a cursory search and didn't turn up anything.
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Quetzalcoatl
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Re: 1vs1 map

Post by Quetzalcoatl »

Thx for responses :)
Doc Paterson wrote::D

Wow, I'm very impressed by this map- the distinctiveness, the creativity, the balance, etc- to the extent that I might consider adding it to Dev branch after a bit more work is done.

I think you should add *a little bit* more forest and mountain on the eastern and western central areas, and it looks to be slightly Drake-ish on the whole, but again, wow, this is a great first draft.
I will try to improve this one if its possible to include it in dev release :), but probably I need to wait until 1.8 will come out. I dont have a lot of spare time lately and not many players are on dev server those days, besides that I have one more project (that didnt started yet) for wesnoth multiplayer (will post it soon on forums I hope). I would also tweak centre a bit. Anyway replays would help me a lot, because ppl often do things i never thought of :)
grrr wrote:Let those "coffin ships" on the river Styx move around with some more WML. Perhaps even show how they unload freshly arrived souls =)
Thats very cool idea but... Ships are not units but images right now, and outside chasm is impassable, so they are visible :) I dont want to make it passable cos that would be just bad and if I would put units after impassable line they will be invisible anyway. Besides that im making first steps in WML so dont want to use too much of it :)
Caphriel wrote:Please tell me flying units can't go out over the void around the edges :| Besides drake leaders being able to fly out there and stalemate 3 factions, it provides all sorts of tactical abilities for factions with flying units.

On an entirely off-topic note, how do you get effects like the doors or mine entrance on mountains? I did a cursory search and didn't turn up anything.
Dont worry flying units cant go out over the void :P Doors are just an image from scenery folder as far as I remember. You can put them no map using [item] or PLACE_IMAGE macro.
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Caphriel
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Re: 1vs1 map

Post by Caphriel »

Duhhhh, thanks. :oops:

How many villages per player? I'm counting six, but that seems sparse for a map of this size.
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Quetzalcoatl
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Re: 1vs1 map

Post by Quetzalcoatl »

Caphriel wrote:Duhhhh, thanks. :oops:

How many villages per player? I'm counting six, but that seems sparse for a map of this size.
Its 6 villages, 1 healing rune and 125 starting gold now. I will decide if I will leave this that way when I will see more replays.
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Re: 1vs1 map

Post by Caphriel »

Why not attach the map to your post so we can download and play it? :)
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Quetzalcoatl
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Re: 1vs1 map

Post by Quetzalcoatl »

Caphriel wrote:Why not attach the map to your post so we can download and play it? :)
I thought that would be easier to get addon :) Having it dosnt require fixing paths in cfg file ;) Besides that you can update map easier :)
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Re: 1vs1 map

Post by Caphriel »

Fair enough. I didn't realize you'd uploaded it there, but that's my fault for not looking, not yours :)
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Quetzalcoatl
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Re: 1vs1 map

Post by Quetzalcoatl »

Updated verison (few little changes), I hope most changes are improvements I also fixed buggy WML for runes.
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krotop
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Re: 1vs1 map

Post by krotop »

I would suggest that you add a halo image on the runes, in my humble opinion it would make the healing feature more acceptable. For now several campains use runes but I don't recall any of them giving health, so the general convention is rather that standard runes don't heal. Remember on the server that none of us, discoverers of your map, intuitively guessed it was a special terrain, maybe some light effect would help.

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Quetzalcoatl
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Re: 1vs1 map

Post by Quetzalcoatl »

I will take a look at available halo effects, thx for the idea :). I don't remember what version of map we played as I modified this one few times lately :?.

I was trying to do them more visible by replacing standard runes with glowing ones (I bet they are quite old as they don't have separate files for halo effect). Besides that I added some info about how they can be used in start message ;). However i have a feeling that no matter what I will do rune usage will be quite unclear :(.
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Cruz
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Re: 1vs1 map

Post by Cruz »

Healing runes?

Guess i should start dabbeling in the wml if i could easily insert some "villages that give no gold" into my maps.
Really been missing that when making maps to be honest.
Well, that and a [censored] filter, but hey, we're online:D
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Quetzalcoatl
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Re: 1vs1 map

Post by Quetzalcoatl »

Cruz wrote:Healing runes?

Guess i should start dabbeling in the wml if i could easily insert some "villages that give no gold" into my maps.
Really been missing that when making maps to be honest.
Well, that and a [censored] filter, but hey, we're online:D
http://forums.wesnoth.org/viewtopic.php ... 85#p406285
Just paste macro into scenario file and then add a few {HEALING_PLACE X Y} calls ;).
You also need to add some items to the map to indicate that hex on X Y will do healing.

I updated map lately and I think its almost done. Name I gave to this map is: 'Port of Astral Sea'. However I'm not sure if transforming chasms into stars improved its look and feel, so I wonder what version do you like more (its not custom terrain - somebody committed this star background years ago and I took advantage of that thx to zookeeper's help). So I wonder what version do you like more. Any comments will be welcome.
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