New Unofficial Map - Moor v3 - Page 2

New Unofficial Map - Moor v3

All map release threads should be posted here

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Unofficial Map - Moor v1

Post by Forboding Angel »

Incredible work behe :-) Well done.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: New Unofficial Map - Moor v1

Post by Licho »

I also suffer very low fps when unzoomed (tab view). Fortunately I don't use that normally.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: New Unofficial Map - Moor v1

Post by 1v0ry_k1ng »

WOW
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: New Unofficial Map - Moor v1

Post by very_bad_soldier »

We had a nice game on this map, really cute. But we all had constantly some lua outputs (debug infos?) printing to the console.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: New Unofficial Map - Moor v1

Post by Google_Frog »

If you see any other issue - besides AIs being screwed, please tell me.
The issue I see is game gadgets. There may be gadgets (I know I've made one) that give uninterruptible orders to units. If the boarder was defined in the map and readable by lua these issues could be resolved. The engine doesn't need to do anything with the boarder definition it just needs to pass it on to game gadgets and LuaAI (to unscrew some AI as well).

To fix this problem we don't even need an engine change. In your map gadget you could simply define a few standardised global lua variables that gadget makers know to read.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: New Unofficial Map - Moor v1

Post by TradeMark »

I dont like the map edges... lol. you tried to get rid of the map edges, but you made it even stupider now... im constantly feeling theres error in the texture. and if i played the map, i would feel theres error in the game engine because i cant move pass some invisible wall.

i dont really get whats the big talk about this map, seen better maps made out lately...
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: New Unofficial Map - Moor v1

Post by KaiserJ »

Image
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: New Unofficial Map - Moor v1

Post by TradeMark »

Sorry for bringing up some negative comments... didnt mean to hurt anyones feelings.
xyz
Posts: 152
Joined: 29 Nov 2008, 16:06

Re: New Unofficial Map - Moor v1

Post by xyz »

Nice map. It finally showed the Spring community that the earth is not "FLAT"; It could be roundish but very foggy :evil:

BTW I think you left some debugging code in there as I'm getting a lot of messages on the console.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: New Unofficial Map - Moor v1

Post by 1v0ry_k1ng »

the camera limiter can be turned off?
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New Unofficial Map - Moor v1

Post by BaNa »

I think beh is away for a while now, so I guess y'all have to wait with the fix for whatever is giving the errors. Do you get errorspam in new spring btw?
xyz
Posts: 152
Joined: 29 Nov 2008, 16:06

Re: New Unofficial Map - Moor v1

Post by xyz »

They are not errors, just debugging messages, I think showing the position where I click, and yes latest build also shows them.
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: New Unofficial Map - Moor v1

Post by very_bad_soldier »

*cough cough* Can we have a version without those outputs plz?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New Unofficial Map - Moor v2

Post by Beherith »

Updated. Enjoy!
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very_bad_soldier
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Re: New Unofficial Map - Moor v2

Post by very_bad_soldier »

thanks Sir!
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fc14159
Posts: 153
Joined: 06 Jul 2007, 17:27

Re: New Unofficial Map - Moor v2

Post by fc14159 »

Would it be outrageously hard to make the playable boundary to be non-rectangular? I have to agree with Trademark a bit; the square border right now seems ridiculous considering there are parts outside of it that look playable. It would be much better if the boundary could be right at the fog, so it's completely clear what area can be played on. Also, it is still possible to fps mode planes outside of the boundary and park them there, so maybe that could go on the list of to-dos.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Unofficial Map - Moor v2

Post by Beherith »

Damned FPS mode. Killing my fun.
Non square is possible, you can even set the gadget to read the typemap for command validity.
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Wartender
Conflict Terra Developer
Posts: 300
Joined: 17 Jan 2009, 22:37

Re: New Unofficial Map - Moor v2

Post by Wartender »

amazing map, great work. In my opinion, it could be improved though, i think you should make the hills around the edges (actual edges, not just the boundaries) fall off to 0 height, so that the fog covers it, and you don't get that "abrupt end" look, where the map just stops, the way i say it the end would just blend into the fog (maybe texture color could be made similar to the fog color as well)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: New Unofficial Map - Moor v2

Post by PicassoCT »

Always testin on it, map has loading times, but is sooo worth it. Like all the Maps of the TriForces (Forb, Behe, Smoth)
MrZombie
Posts: 11
Joined: 23 Oct 2011, 23:30

Re: New Unofficial Map - Moor v2

Post by MrZombie »

Its...its BEAUTIFUL *tears of joy*
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