1vs1 map
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- Quetzalcoatl
- Posts: 207
- Joined: March 18th, 2009, 3:26 pm
1vs1 map
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

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

Ten soldiers wisely led will beat a hundred without a head.
- Doc Paterson
- Drake Cartographer
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Re: 1vs1 map

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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because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
Re: 1vs1 map
Let those "coffin ships" on the river Styx move around with some more WML. Perhaps even show how they unload freshly arrived souls =)
Re: 1vs1 map
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.

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.
- Quetzalcoatl
- Posts: 207
- Joined: March 18th, 2009, 3:26 pm
Re: 1vs1 map
Thx for responses
, 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
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
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.

I will try to improve this one if its possible to include it in dev releaseDoc Paterson wrote:
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.


Thats very cool idea but... Ships are not units but images right now, and outside chasm is impassable, so they are visiblegrrr wrote:Let those "coffin ships" on the river Styx move around with some more WML. Perhaps even show how they unload freshly arrived souls =)


Dont worry flying units cant go out over the voidCaphriel wrote:Please tell me flying units can't go out over the void around the edgesBesides 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.

Ten soldiers wisely led will beat a hundred without a head.
Re: 1vs1 map
Duhhhh, thanks.
How many villages per player? I'm counting six, but that seems sparse for a map of this size.

How many villages per player? I'm counting six, but that seems sparse for a map of this size.
- Quetzalcoatl
- Posts: 207
- Joined: March 18th, 2009, 3:26 pm
Re: 1vs1 map
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.Caphriel wrote:Duhhhh, thanks.![]()
How many villages per player? I'm counting six, but that seems sparse for a map of this size.
Ten soldiers wisely led will beat a hundred without a head.
Re: 1vs1 map
Why not attach the map to your post so we can download and play it? 

- Quetzalcoatl
- Posts: 207
- Joined: March 18th, 2009, 3:26 pm
Re: 1vs1 map
I thought that would be easier to get addonCaphriel wrote:Why not attach the map to your post so we can download and play it?



Ten soldiers wisely led will beat a hundred without a head.
Re: 1vs1 map
Fair enough. I didn't realize you'd uploaded it there, but that's my fault for not looking, not yours 

- Quetzalcoatl
- Posts: 207
- Joined: March 18th, 2009, 3:26 pm
Re: 1vs1 map
Updated verison (few little changes), I hope most changes are improvements I also fixed buggy WML for runes.
Ten soldiers wisely led will beat a hundred without a head.
- krotop
- 2009 Map Contest Winner
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Re: 1vs1 map
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
- Posts: 207
- Joined: March 18th, 2009, 3:26 pm
Re: 1vs1 map
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
.


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


Ten soldiers wisely led will beat a hundred without a head.
Re: 1vs1 map
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
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
- Quetzalcoatl
- Posts: 207
- Joined: March 18th, 2009, 3:26 pm
Re: 1vs1 map
http://forums.wesnoth.org/viewtopic.php ... 85#p406285Cruz 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
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.
Ten soldiers wisely led will beat a hundred without a head.