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Working on new maps for Multiwinia? Discuss!

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Jordy...
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Postby Jordy... » Mon Jul 06, 2009 3:39 pm

yeah that looks great! Maybe you can add some randm trees to it for the final touch, but it's defenitely what I meant. Nice colors too
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The GoldFish
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Postby The GoldFish » Mon Jul 06, 2009 4:34 pm

Those are just the default colours. They're also the same colours as the other map. If you would like to consider any other appearance, feel free to peruse the Aquapedia and pick one out, although you can only use the ones marked as "Official" unless you want people to have to download the texture in question as well; my apologies for the fact that there's very few official ones compared to the rest, but at least they're at the start of each section.

Exactly how would you like your random trees randomly placed? Like a few on the bridge, in the valley, or what? And, have you decided if you want it to be KOTH? CTS? Dom? BLitz? Where do you want zones (if relavent) to be?

As an aside, you can thank Jelco the image/grid guide converter tool which I've been using with both of these maps. It's funny how working with other members of the community can be positive and rewarding, isn't it?
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NeatNit
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Postby NeatNit » Mon Jul 06, 2009 4:47 pm

That looks great TGF! If you could only make the edges look a little bit more natural.. :P
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Postby Jordy... » Mon Jul 06, 2009 4:53 pm

Heh, thank you very much tgf, I think dom could work fine but koth with an circle on the bridge would be nice too. The trees could be some in the valley and on each starting place some in a cluster to burn the starting spawns and then some trees on the bridge and on the hill before and aside of the look-out posts.
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The GoldFish
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Postby The GoldFish » Mon Jul 06, 2009 5:29 pm

NeatNit wrote:That looks great TGF! If you could only make the edges look a little bit more natural.. :P


It's a distinct possibility;

Image

text file

Dunno about you, but, I think it needs more KOTH zones...
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NeatNit
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Postby NeatNit » Mon Jul 06, 2009 7:39 pm

You are go[size=0]o[/size]d!

Just one prob about it - you focused only on the corners, leaving the rest of the edges looking even worse D:

It could be the angle of the screenshot, but I doubt :P



Tbh I didn't bother downloading it since I don't play MW that much anymore and because I wouldn't have anyone to play this with. (Unless.... *mumbels*)
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Postby martin » Mon Jul 06, 2009 10:04 pm

Considering how Jordy is all for absolutely completely balanced maps, I'm surprised that he's happy with random trees - a group of trees can be a good weapon when lit up with a grenade!
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Postby NeatNit » Mon Jul 06, 2009 10:12 pm

I assumed he either meant random but still symmetric or random but.. what's the word... you know, spread out equally.
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Postby Jordy... » Mon Jul 06, 2009 10:30 pm

I like it, and your right the rest of the map doesn't play a really big part in the game so I suggest small circles on each of the 4 outpost, so that it is meaning full to conquer them, and by doing so you get one step closer to the enemies base, also the trees look symmetrical martin, wich is great. thanks tgf, and neat if you like we could play?
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NeatNit
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Postby NeatNit » Mon Jul 06, 2009 10:41 pm

Nah, don't feel like losing.
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The GoldFish
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Postby The GoldFish » Mon Jul 06, 2009 11:02 pm

Image
Image

I dunno, I quiet like it this way. Has a real "hewn from the rock" vibe.

Plus I had to dump big no powerup zones on all the outlying landscape to make sure no crates landed on them, and didn't want to risk overlapping onto the player's start areas due to having rock formations up the sides.
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NeatNit
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Postby NeatNit » Tue Jul 07, 2009 3:20 am

There are no powerup zones?

IV should have used those, I don't remember where but there was some map that had a crate on an inaccessible island.
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The GoldFish
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Postby The GoldFish » Tue Jul 07, 2009 10:18 am

I'm not entirely sure; maybe. There's restriction zones which prevent powerups being used in certain locations, and they have a flag that seems to maybe prevent crate drops, too, in that in the space of 15 minutes random crate drops, with a 10 second delay thingy, not one landed in the areas I desginated off limits.
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Jordy...
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Postby Jordy... » Wed Jul 08, 2009 2:43 pm

Code: Select all

0000*0000
0+00000/0
0000/0000
000/0/000
00/000/00
0/00000/0
000000000
0/00000/0
00/000/00
000/0/000
0000/0000
0/00000+0
0000*0000


This should be intresting :).

0 normal ground level

/ hill

+ kind of mountain

* spawn

The idea is a elevated circle, instead of a diamont, wich is broken in half by a line of ground level. Then next to the spawns are these 2 hills/mountains, on wich attacking forces can be "stashed" for a final assualt on the spawn itself, also on the mountain there should be lot's of trees so that the troops stationed there can be burned. in the middel of the elevated circle there should be lots of trees in this formation ) ( till the edges of the circle to give cover for troops moving across the low terrain across the circle.

If I am right this should be one micro-spamfest! also it would be nice if there wheer no crate drops.
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Postby elexis » Thu Jul 09, 2009 12:15 am

Note that it is quite possible for anyone with the darwinia editor to use Jelco's Guide Grid Tool now to create these maps.

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