New map: There is no map faster than this one
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New map: There is no map faster than this one
Everybody knows this map from the AoE campgain.
http://springfiles.com/spring/spring-ma ... mapforever
Map was made before but the existing versions were not so good, how can all your miners mine that mineral if there is not even minerals! Now there is minerals.
The second thing you notice are the perfectly evenly placed start positions. It is a new recipe, in fact it is more like a formula, never was a map more balanced.
Each startposition has minerals but no metal: You must reclaim the minerals. The minerals grow back so more eating = more money.
After a while the minerals start creeping towards the map center and then only there new ones will spawn.
mineral model & texture by LathanStanley
thanks to Godde for testing :)
There mapoptions to set how many minerals grow, how fast they creep and whether there should be minerals in middle.
tested with BA, XTA, zK
size: 14x14
http://springfiles.com/spring/spring-ma ... mapforever
Map was made before but the existing versions were not so good, how can all your miners mine that mineral if there is not even minerals! Now there is minerals.
The second thing you notice are the perfectly evenly placed start positions. It is a new recipe, in fact it is more like a formula, never was a map more balanced.
Each startposition has minerals but no metal: You must reclaim the minerals. The minerals grow back so more eating = more money.
After a while the minerals start creeping towards the map center and then only there new ones will spawn.
mineral model & texture by LathanStanley
thanks to Godde for testing :)
There mapoptions to set how many minerals grow, how fast they creep and whether there should be minerals in middle.
tested with BA, XTA, zK
size: 14x14
Re: New map: There is no map faster than this one
Typical knorkemap. Is there a map option that sets the amount of minerals per plant?
Re: New map: There is no map faster than this one
There is no such a thing. His maps are truly innovative, refreshing gameplay more than anything happened to Spring... I'm looking forward to testing this!Jools wrote:Typical knorkemap.
- PepeAmpere
- Posts: 589
- Joined: 03 Jun 2010, 01:28
Re: New map: There is no map faster than this one
Yep, CnC style like in old Azure Fields, but here seems with some resources producing.
Economy idea is nice, crystals are nice, good model/effect stuff, but map idea itself..
Economy idea is nice, crystals are nice, good model/effect stuff, but map idea itself..
Re: New map: There is no map faster than this one
That's what I mean't. Typical knorkemap :)Hermuld wrote:There is no such a thing. His maps are truly innovative, refreshing gameplay more than anything happened to Spring... I'm looking forward to testing this!Jools wrote:Typical knorkemap.
Re: New map: There is no map faster than this one
You mean the heightmap+texture? In some threads I tried to find more talentated mappers for coop but is not so easy.PepeAmpere wrote:Economy idea is nice, crystals are nice, good model/effect stuff, but map idea itself..
I think only way to do that is making different set of features like on map WakkaWakka and was too cumbersome. Though with mapoptions you can controll how much resources there are.Is there a map option that sets the amount of minerals per plant?
Instead of having superflexible but cryptic mapoptions I tried to find some good default values...so it is resources=high instead of minRespawnFrame=450, mineralNPerSpA = 30 because nobody ever knows wtf that means or what numbers are playable.
Re: New map: There is no map faster than this one
excellent concept! Knorke FTW
Re: New map: There is no map faster than this one
afaik feature defs have access to modoptionsknorke wrote:You mean the heightmap+texture? In some threads I tried to find more talentated mappers for coop but is not so easy.PepeAmpere wrote:Economy idea is nice, crystals are nice, good model/effect stuff, but map idea itself..
I think only way to do that is making different set of features like on map WakkaWakka and was too cumbersome. Though with mapoptions you can controll how much resources there are.Is there a map option that sets the amount of minerals per plant?
Instead of having superflexible but cryptic mapoptions I tried to find some good default values...so it is resources=high instead of minRespawnFrame=450, mineralNPerSpA = 30 because nobody ever knows wtf that means or what numbers are playable.
Re: New map: There is no map faster than this one
yes it does.FLOZi wrote:afaik feature defs have access to modoptions
Re: New map: There is no map faster than this one
But can a map edit feature defs (I assume through the /gamedata/defs.lua ) without clashing with half the the mods defs.lua?FLOZi wrote:afaik feature defs have access to modoptions
Re: New map: There is no map faster than this one
not without complications I suspect.
Re: New map: There is no map faster than this one
You can put feauredefs in customparams (does it exist for features?) and access things from there instead. But this map works good as is.
Re: New map: There is no map faster than this one
something like this works (in feature def)
Sadly Game.stuff does not work, would be usefull if you wanted to include mobile units in the map. (They must use a moveclass that exists in the mod)
Code: Select all
local mapOptions = Spring.GetMapOptions()
local m = 15
if (mapOptions) then m =mapOptions["metalperfeature"] end
local featureDef = {
metal = m,
Re: New map: There is no map faster than this one
Nice concept, but still why you completely cut off from metal income if you dont have middle? at least in zk you have no other way to make metal without those crystals so it is middle or nothing all sides becomes useless. I would decrease metal in islands, but not completely cut it out. so you still can make some counters to middle porc.
Re: New map: There is no map faster than this one
zero-K:
There is mapoptions for that but zK autohosts do not know mapoptions.
In the zK FFAs some players were already destroyed before creep to middle and there were some mineral fields in empty corners that nobody seemed to notice.
So many of the "starving" players had acess to resources but did not notice, instead trying to make fusion and nukes.
Some will come with time I t hope, but you see similiar things in normal games: players sitting in huge wreck fields and not reclaiming.
Large FFA even on normal can often be bit un-fun with bad players since they like to porc and when having advantage it drags the game endless. Now with unusual eco everybody is a bit newb so yeah
For example it seems most players do not know how to reclaim efficiently, picking out single minerals. Some make nanos and the idle-builder widget does it for them but generally much fail.
Use area reclaim+repeat:on or patrol.
There is mapoptions for that but zK autohosts do not know mapoptions.
In the zK FFAs some players were already destroyed before creep to middle and there were some mineral fields in empty corners that nobody seemed to notice.
So many of the "starving" players had acess to resources but did not notice, instead trying to make fusion and nukes.
Some will come with time I t hope, but you see similiar things in normal games: players sitting in huge wreck fields and not reclaiming.
Large FFA even on normal can often be bit un-fun with bad players since they like to porc and when having advantage it drags the game endless. Now with unusual eco everybody is a bit newb so yeah
For example it seems most players do not know how to reclaim efficiently, picking out single minerals. Some make nanos and the idle-builder widget does it for them but generally much fail.
Use area reclaim+repeat:on or patrol.
Re: New map: There is no map faster than this one
tl,dr; Not change my mapdesign to incooperate bad players. They better be learning fast.
Re: New map: There is no map faster than this one
In most other RTS games where you have limited resources which are gathered (e.g. wood in Age of Empires, Empire Earth, etc.), units tend to go to the next (usually nearest) resource once the current one is depleted.
I guess it's somewhat different in Spring games since wrecks tend to be obtained from front-line combat and gathering stuff automatically like that is rather risky, but in the case of this map such automatic gathering behavior wouldn't be bad.
I'm not offering a solution nor a suggestion, just commenting on why new players have trouble with spring-like gathering (reclaim) methods.
I guess it's somewhat different in Spring games since wrecks tend to be obtained from front-line combat and gathering stuff automatically like that is rather risky, but in the case of this map such automatic gathering behavior wouldn't be bad.
I'm not offering a solution nor a suggestion, just commenting on why new players have trouble with spring-like gathering (reclaim) methods.