Tropical Map

Working on new maps for Multiwinia? Discuss!

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Ripfang
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Tropical Map

Postby Ripfang » Fri Feb 27, 2009 9:19 am

Ok I've finished this thing.

It needs a little work.

As a player v. player map this thing has some real potental.... but so far the computer players are not doing very well with it. I don't think they grasp the concept that if you break the radar link early everyone in transit dies... Good news is that nukes and meteors are absolutely devastating since the Mulitwinians really have no where to go (you'll see what I mean when you get on the map).

Backround: In with the span emails from the orginal virus was a fake free trip to Hawaii. That particular spam came with a picture of a few little cartoon desert islands and some cartoon tourist relaxing on the beach. The Darwinians only got a very short look at this strange world that was not their own before the virus was unleashed. Even though all the witnesses were corrupted by the virus eventually those souls did get rebirthed and the spam image left a lasting impression on the Darwininans.

Some time between then and the breaking of the tribes this set of islands came into existence. Who exactly made them or if they had previously existed and just been modified is unknown. The meaning of the place has long since faded away, but it remains an important location for the waring Mulitiwinans simply because of its strategic advantage. Simply because its difficult for the Virus to spread from land to land without a trunkport the islands were largely left alone. The islands have proven to be a refuge from the Virus... but unfortunately all the Multiwinans realized this all the same time.

Notes on the map:

-Gametype is Domination for now. I'll do an edit for King of the Hill later.
-4 players.
-If you don't like radar dishes, THIS IS NOT THE MAP FOR YOU. I'm serious.
-The AI doesn't work well, either because of my target setup or just the nature of the map
-I haven't tested this much so tell me if something goes horribly wrong.


(Pirates Major Cooke's format)

Installation instructions:

1. Make a new text document with the name "mp_domination_4P_Tropical.txt
2. Insert the following in the CODE box into the TXT file:
3. Save it and throw it into that folder everyone forgets to make. (...Multiwinia\data\levels)

EDIT: Its now set up for King of the Hill so if you want that just change the GameTypes line to KingOfTheHill (no spaces) and save the map as "mp_koth_4P_Tropical.txt"

Code: Select all

MultiwiniaOptions_StartDefinition
      GameTypes   Domination
      PopulationCap   3000
      DefenderPopulationCap   -1
      NumPlayers   4
   PlayTime   30
      InvalidCrates   slowdown speedup darkforest autodarkforest hotfeet antnest autoantnest magicalforest
      Difficulty   basic
MultiwiniaOptions_EndDefinition

Landscape_StartDefinition
   worldSizeX 3000
   worldSizeZ 3000
   cellSize 12.00
   outsideHeight -10.00
   landColourFile landscape_desert.bmp
   wavesColourFile waves_icecaps.bmp
   waterColourFile water_icecaps.bmp
Landscape_EndDefinition

LandscapeTiles_StartDefinition
   #                            frac  height desired gen         lowland
   # x       y       z    size   dim  scale  height  method seed smooth  guideGrid
   # =============================================================================
       64   0.00   2363    500  1.20   1.00     52      0      1   1.00     0
     2346   0.00   2392    500  1.20   1.00     52      0 894232529   1.00     0
     2388   0.00    146    500  1.20   1.00     52      0      1   1.00     0
       50   0.00     92    500  1.20   1.00     52      0 894202171   1.00     0
     1229   0.00   2420    384  1.20   1.00    200      1      1   1.00     0
     2133   0.00    892    500  1.20   1.00     52      0 894162467   1.00     0
     1689   0.00    262    500  1.20   1.00     52      0 894171980   1.00     0
      787   0.00    294    500  1.20   1.00     52      0 894182289   1.00     0
      226   0.00    807    500  1.20   1.00     52      0 894192611   1.00     0
      273   0.00   1614    500  1.20   1.00     52      0 894212285   1.00     0
      795   0.00   2175    500  1.20   1.00     52      0 894222714   1.00     0
     1682   0.00   2237    500  1.20   1.00     52      0 894011769   1.00     0
     2204   0.00   1683    500  1.20   1.00     52      0 894002452   1.00     0
     1510   0.00   1465    500  1.20   1.00     52      0 894113154   1.00     0
      911   0.00   1529    500  1.20   1.00     52      0 894122033   1.00     0
      855   0.00   1013    500  1.20   1.00     52      0 894152723   1.00     0
     1413   0.00    975    500  1.20   1.00     52      0 894132361   1.00     0
     1282   0.00    210    384  1.20   1.00    200      1 894414133   1.00     0
       34   0.00   1247    384  1.20   1.00    200      1 905672855   1.00     0
     2495   0.00   1317    384  1.20   1.00    200      1 905727755   1.00     0
     1143   0.00   1311    384  1.20   1.00    200      1      1   1.00     0
LandscapeTiles_EndDefinition

LandFlattenAreas_StartDefinition
   # x      y       z      size
   # ==========================
LandFlattenAreas_EndDefinition

Lights_StartDefinition
   # x      y      z        r      g      b
   # =========================================
    -0.41   0.56  -0.72     0.99   0.89   0.76
    -0.46   0.00   0.89     1.61   0.85   0.44
Lights_EndDefinition

Buildings_StartDefinition
   # Type              id      x       z       tm      rx      rz      isGlobal
   # ==========================================================================
   SpawnPoint          0       222.52  2713.31 0       0.70    -0.72   0       
   RadarDish           1       2628.49 392.07  225       0.97    -0.23   1       
   RadarDish           2       1931.64 501.84  225       -1.00   -0.08   1       
   RadarDish           3       2385.04 1132.86 225       -0.52   0.85    1       
   RadarDish           4       1035.30 543.91  225       0.64    0.76    1       
   RadarDish           5       299.62  329.76  225       -0.43   -0.90   1       
   RadarDish           6       495.57  1059.99 225       -0.15   0.99    1       
   RadarDish           7       497.02  1850.71 225       0.52    -0.86   1       
   RadarDish           8       303.26  2606.09 225       -0.91   0.41    1       
   RadarDish           9       1054.05 2421.36 225       1.00    0.07    1       
   RadarDish           10      1926.27 2470.46 225       -0.86   -0.50   1       
   RadarDish           11      2607.05 2646.11 225       0.43    0.90    1       
   RadarDish           12      2438.59 1922.68 225       0.19    -0.98   1       
   RadarDish           13      1745.82 1722.30 225       -0.33   -0.94   1       
   RadarDish           14      1637.00 1222.63 225       -0.98   0.22    1       
   RadarDish           15      1105.29 1262.88 225       0.34    0.94    1       
   RadarDish           16      1169.76 1771.78 225       0.91    -0.42   1       
   ControlStation       17      385.43  2491.90 225     -0.18   0.98    0            8
   SpawnPoint          18      225.02  232.53  1       0.62    0.78    0       
   SpawnPoint          19      2692.81 307.38  2       -0.74   0.68    0       
   SpawnPoint          20      2683.44 2743.68 3       -0.59   -0.81   0       
   SpawnPoint          21      952.35  2338.01 225       0.76    0.64    0       
   SpawnPoint          22      610.70  1950.93 225       -0.59   -0.81   0       
   SpawnPoint          23      580.27  940.41  225       -0.74   0.68    0       
   SpawnPoint          24      937.63  632.52  225       0.83    -0.56   0       
   SpawnPoint          25      2009.70 613.96  225       -0.59   -0.81   0       
   SpawnPoint          26      2285.72 1053.62 225       0.76    0.64    0       
   SpawnPoint          27      2357.05 2040.43 225       0.66    -0.75   0       
   SpawnPoint          28      2023.71 2384.27 225       -0.77   0.64    0       
   ControlStation        29      356.64  472.85  225       -0.77   -0.64   0            5
   ControlStation        30      2497.85 506.54  225       0.90    -0.43   0            1
   ControlStation        31      2494.56 2545.13 225       0.83    0.56    0           11
   ControlStation        32      955.24  2519.26 225       1.00    0.00    0            9
   ControlStation        33      396.07  1974.77 225       0.70    -0.72   0            7
   ControlStation        34      396.83  932.48  225       0.36    0.93    0            6
   ControlStation        35      923.38  440.26  225       0.92    0.39    0            4
   ControlStation        36      2029.24 427.94  225       -0.77   0.64    0            2
   ControlStation        37      2471.55 1033.37 225       -0.42   0.91    0            3
   ControlStation        38      2536.63 2047.51 225       -0.37   -0.93   0           12
   ControlStation        39      2050.53 2584.54 225       -1.00   -0.06   0           10
   ControlStation        40      1287.22 1679.05 225       -0.77   0.64    0           16
   ControlStation        41      1638.15 1666.16 225       0.88    0.48    0           13
   ControlStation        42      1527.69 1336.51 225       0.83    -0.56   0           14
   ControlStation        43      1212.00 1342.54 225       -0.86   -0.52   0           15
   SpawnPointMaster    44      1418.25 1511.26 225       1.00    0.00    0       89   
   SpawnLink           45      1221.77 1799.98 225       1.00    0.00    0       46    57   
   SpawnLink           46      818.49  2166.79 225       1.00    0.00    0       47    22    21   
   SpawnLink           47      168.53  2326.25 225       1.00    0.00    0       0     
   SpawnLink           48      1066.55 1303.11 225       1.00    0.00    0       49    58   
   SpawnLink           49      776.53  807.77  225       1.00    0.00    0       50    23    24   
   SpawnLink           50      548.02  245.92  225       1.00    0.00    0       18   
   SpawnLink           51      1601.40 1173.58 225       1.00    0.00    0       52    59   
   SpawnLink           52      2126.08 846.99  225       1.00    0.00    0       53    26    25   
   SpawnLink           53      2691.31 662.63  225       1.00    0.00    0       19   
   SpawnLink           54      1789.86 1678.70 225       1.00    0.00    0       55    60   
   SpawnLink           55      2182.08 2226.36 225       1.00    0.00    0       56    28    27   
   SpawnLink           56      2422.16 2824.85 225       1.00    0.00    0       20   
   SpawnPoint          57      1063.10 1850.35 225       0.90    -0.43   0       
   SpawnPoint          58      1001.22 1169.38 225       0.73    0.68    0       
   SpawnPoint          59      1719.26 1143.00 225       -0.80   0.60    0       
   SpawnPoint          60      1844.95 1838.92 225       -0.59   -0.81   0       
   MultiwiniaZone            61      1164.38 1786.39 225       1.00    0.00    0       137.16
   MultiwiniaZone            62      1081.89 1244.36 225       1.00    0.00    0       137.16
   MultiwiniaZone            63      1660.25 1210.97 225       1.00    0.00    0       137.16
   MultiwiniaZone            64      1783.88 1738.28 225       1.00    0.00    0       137.16
   AITarget            65      346.55  2541.61 225       1.00    0.00    0       
   AITarget            66      256.30  2669.55 225       1.00    0.00    0       
   AITarget            67      338.81  403.28  225       1.00    0.00    0       
   AITarget            68      269.21  282.06  225       1.00    0.00    0       
   AITarget            69      2572.07 462.12  225       1.00    0.00    0       
   AITarget            70      2649.45 354.05  225       1.00    0.00    0       
   AITarget            71      2539.48 2600.09 225       1.00    0.00    0       
   AITarget            72      2645.64 2697.83 225       1.00    0.00    0       
   AITarget            73      981.93  2431.15 225       1.00    0.00    0       
   AITarget            74      503.48  1948.15 225       1.00    0.00    0       
   AITarget            75      491.90  951.19  225       1.00    0.00    0       
   AITarget            76      936.17  522.13  225       1.00    0.00    0       
   AITarget            77      2029.32 517.03  225       1.00    0.00    0       
   AITarget            78      2387.19 1054.36 225       1.00    0.00    0       
   AITarget            79      2452.36 2052.19 225       1.00    0.00    0       
   AITarget            80      2040.41 2494.62 225       1.00    0.00    0       
   AITarget            81      1118.22 1807.57 225       1.00    0.00    0       
   AITarget            82      1257.66 1707.00 225       1.00    0.00    0       
   AITarget            83      1046.24 1207.37 225       1.00    0.00    0       
   AITarget            84      1165.82 1310.45 225       1.00    0.00    0       
   AITarget            85      1671.28 1179.30 225       1.00    0.00    0       
   AITarget            86      1590.96 1284.29 225       1.00    0.00    0       
   AITarget            87      1805.08 1790.08 225       1.00    0.00    0       
   AITarget            88      1692.74 1692.84 225       1.00    0.00    0       
   SpawnLink           89      1400.55 1509.81 255       1.00    0.00    0       45    48    51    54   
Buildings_EndDefinition

CameraMounts_StartDefinition
   # Name             Pos                   Front          Up
   # =========================================================================
   player0           20.16  260.04 2898.01 0.60 -0.52 -0.60 0.37 0.85 -0.37
   player1           47.83  215.55   53.79 0.60 -0.46 0.66 0.31 0.89 0.34
   player2         2825.23  181.50  177.79 -0.60 -0.48 0.64 -0.33 0.88 0.35
   player3         2912.81  224.72 2966.83 -0.63 -0.43 -0.65 -0.30 0.90 -0.30
CameraMounts_EndDefinition

CameraAnimations_StartDefinition
CameraAnimations_EndDefinition

InstantUnits_StartDefinition
   # Type         team    x       z   count  inUnit state   spread  waypointX waypointZ
   # ==================================================================================
   Darwinian        0   255.3  2658.0     20    0      -1    90.1     0.0     0.0
   Darwinian        1   277.4   289.5     20    0      -1    90.0     0.0     0.0
   Darwinian        2  2657.3   362.0     20    0      -1    90.0     0.0     0.0
   Darwinian        3  2633.2  2694.0     20    0      -1    90.0     0.0     0.0
InstantUnits_EndDefinition

PrimaryObjectives_StartDefinition
   NeverTrue
PrimaryObjectives_EndDefinition

Last edited by Ripfang on Sat Feb 28, 2009 5:37 pm, edited 2 times in total.
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Major Cooke
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Postby Major Cooke » Fri Feb 27, 2009 9:10 pm

Note to self: Auto- crates will happen regardless, with or without the invalidcrates placement.

Also, I played through the map, and I really like the design of it. Very lovely. Several things though...

1. Starting point players can easily turn their radar dishes around and they will forever be unreachable unless someone else has armor.
2. It's a good idea instead of having controllable radars, have island-hopping radars instead. If you've played A Monument to the Heavens, you'll know those are non-controllable radars and their permanently linked to each other. It'd be something to look at.
3. Have a starter armor or something to help players incase people do decide to turn their radars around and make them unreachable, incase you don't know how to do the island-hopping radars.

Other than that, it's looking good!
Last edited by Major Cooke on Fri Feb 27, 2009 9:26 pm, edited 1 time in total.
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NeatNit
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Postby NeatNit » Fri Feb 27, 2009 9:15 pm

Just in case someone really doesn't want to copy-paste and everything, out of extreme laziness:
http://www.2shared.com/file/4969395/a90 ... pical.html

password is: TR


Reason for the password: no one should download without first seeing this thread.
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Phelanpt
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Postby Phelanpt » Fri Feb 27, 2009 9:55 pm

Hmm, very interesting map. I don't think turning satellite dishes away is that much of a problem, since you also can't attack without turning them again.
Turning the dishes becomes the main strategic and tactical focus of the map.
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Major Cooke
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Postby Major Cooke » Fri Feb 27, 2009 10:06 pm

Still I believe working your way to the goal is better than getting one island and then super-imposing on someone else's territory when they haven't even gotten a chance (albiet now I'm a hypocrite). Not to mention they may already be ahead of you and attempt to hijack you in a professional manner for underestimating their smarts.
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xander
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Postby xander » Fri Feb 27, 2009 10:25 pm

Major Cooke wrote:Still I believe working your way to the goal is better than getting one island and then super-imposing on someone else's territory when they haven't even gotten a chance (albiet now I'm a hypocrite). Not to mention they may already be ahead of you and attempt to hijack you in a professional manner for underestimating their smarts.

It honestly sounds to me like you are describing a well balanced map. But hey, what do I know?---I haven't even had a chance to play this map yet.

xander
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Postby Major Cooke » Fri Feb 27, 2009 10:55 pm

xander wrote:
Major Cooke wrote:Still I believe working your way to the goal is better than getting one island and then super-imposing on someone else's territory when they haven't even gotten a chance (albiet now I'm a hypocrite). Not to mention they may already be ahead of you and attempt to hijack you in a professional manner for underestimating their smarts.

It honestly sounds to me like you are describing a well balanced map. But hey, what do I know?---I haven't even had a chance to play this map yet.

xander


I can't tell if thats sarcasm or if that's for real.
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Postby Ripfang » Fri Feb 27, 2009 11:52 pm

To Cooke:

I know about the crates but from what I remember (I couldn't ever find where I read this again) putting them on the invalid list does at least reduce the chance.

1. About the turning thing on the main radar, That actually is why I think I'm going to make this into a King of the Hill map even though I'm not much of a fan of that gametype. Make it impossible to win if you just stick to your base. Anyway there are LOTS of spawn points. A single point, no matter how long its been collecting guys, is going to get overwhelmed if there are 12 or so more points against it.

2. To be honest there just isn't enough room to do permanent link radars and still do what I wanted to do with the map. I wanted to make it so that anyone could get to almost any location from anywhere else. It adds a layer of strategy and honestly if your not paying attention someone could very easily get in behind you and I just find that much more entertaining than one or two choke points where the entire game ends up focusing on.

3. That actually is a really good idea.... I don't have the slightest idea how to do that though.

I can't tell if thats sarcasm or if that's for real.


Heheh that's the best kind of sarcasm... if it is sarcasm.....
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Postby Major Cooke » Sat Feb 28, 2009 1:48 am

Code: Select all

InstantUnits_StartDefinition
   # Type         team    x       z   count  inUnit state   spread  waypointX waypointZ
   # ==================================================================================
   Darwinian        0   255.3  2658.0     20    0      -1    90.1     0.0     0.0
   Darwinian        1   277.4   289.5     20    0      -1    90.0     0.0     0.0
   Darwinian        2  2657.3   362.0     20    0      -1    90.0     0.0     0.0
   Darwinian        3  2633.2  2694.0     20    0      -1    90.0     0.0     0.0
   Armour        0   255.3  2658.0     1    0      -1    1.0    0.0     0.0
   Armour        1   277.4   289.5     1    0      -1    1.0     0.0     0.0
   Armour        2  2657.3   362.0     1    0      -1    1.0     0.0     0.0
   Armour        3  2633.2  2694.0     1    0      -1    1.0     0.0     0.0
InstantUnits_EndDefinition


There's your armor. =P
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Postby Ripfang » Sat Feb 28, 2009 3:04 am

Huh...... that is weird...

The Armour doesn't actually go to the assigned player (or at least they don't get control) and all of them immediately go off into the same corner without any orders.

I think just because Armour is now technically a powerup you can't just instant-unit add them... I'll keep playing around with it.


Testing King of the hill. The computers seem much more interested in killing eachother and me than in getting the hill points...
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Postby Krion112 » Sat Feb 28, 2009 5:59 am

I think your armour are going into the corner because their state isnt at 0. I'm not sure, it works with darwinia, so I wouldnt exactly know about multiwinia so, try it , hope it helps.
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Postby xander » Sat Feb 28, 2009 7:37 am

Krion112 wrote:I think your armour are going into the corner because their state isnt at 0. I'm not sure, it works with darwinia, so I wouldnt exactly know about multiwinia so, try it , hope it helps.

That is probably most of the problem, right there. Armour needs to have a state set by default in Darwinia, or it behaves oddly (and can crash the game). If I recall correctly the states are:
  1. do nothing,
  2. load,
  3. unload, and
  4. travel to a point and set up a battle cannon.

Take with a grain of salt, however, as it has been ages since I've messed with the editor, and the last state isn't even possible in Multiwinia (and there are probably "travel to a point and unload/load" states as well in Multiwinia, which don't exist in Darwinia, I think).

xander
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Postby Lowell » Sat Feb 28, 2009 1:19 pm

Very cool map. Green nuked me near the end. I like the setup.
Image
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Postby Mas Tnega » Sat Feb 28, 2009 2:47 pm

It's definitely a fun map. Trying to set up a way of defending so many islands from so many radar dishes is plain awesome.

It's probably an extremely good map for multiplayer, not so much single because that AI issue is really quite bad:

Image


I might have to consider putting the armours in and see how that affects things.
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Postby Ripfang » Sat Feb 28, 2009 5:09 pm

Ok well you guys were right about the state thing. They still go off into the corner off of the start but with the state set to 0 the players can still control them. The problem is there is no icon. You can't tell where it is unless your staring at it the whole time and you can't tell what you've set it to. It's functional to a degree but very frustrating to use. Also the computer players always immedately use them to attack starting bases which is irritating. I think I might leave Armour out.

I really do need help with the AI issue. I don't know much about how AITargets work or whether or not this is a fixable problem. As its set up now I think it was 2 AI targets on start and center islands (one halfway between the radar and the spawn point and the other between the radar and the control station) and one on the middle set (between all three since they are close together). I think the problem might be that the range on the targets don't always quite reach the next island over.

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