*New Map* Seth's Ravine - Page 3

*New Map* Seth's Ravine

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Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: *New Map* Seth's Ravine

Post by Johannes »

Forboding Angel wrote:Thanks to carrepairer this doesn't matter in evo but jsut as a general rule of *A mapping, mex radius should never be below 100.
Pointless rule is pointless
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: *New Map* Seth's Ravine

Post by pintle »

If this (awesome) map gets a re-release, I have a request: In gundam the "hill boost" units are able to zoom around on the lower parts of the cliffs, which pretty much breaks the map.

If you could maybe add a typemap or something? I have no idea, but some fix for that would make the map much more playable with GRTS.

Anyway yeah, super sexy map, plays nicely- great work! :D
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smoth
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Joined: 13 Jan 2005, 00:46

Re: *New Map* Seth's Ravine

Post by smoth »

It would have to be a damn extreme typemap and what will happen is units will go to path off the cliff then get stuck at 0 speed on the cliff, resulting in stuck units. Shit happened on that retarded Starcraft based map.

I wonder if there is some lua to play with the path finder and make it believe the area shoul be avoided?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: *New Map* Seth's Ravine

Post by Forboding Angel »

Johannes wrote:
Forboding Angel wrote:Thanks to carrepairer this doesn't matter in evo but jsut as a general rule of *A mapping, mex radius should never be below 100.
Pointless rule is pointless
No, the general rule has a very good point. Mexes with a radius of 25/30ish (iirc that is the general radii of BA mexes) are much harder to place, it's even worse with moho mexes because they are twice as big so when placing them you have this little ring in the center of it that you have to line up.

If you will bother to remember, that is how all maps used to be before people like myself, muffdvr and various others finally broke the mold.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: *New Map* Seth's Ravine

Post by zwzsg »

hoijui wrote:solid means, you have to extract the whole archive to get to one file.
so if the engine or unitsync for example wants to read the smd, it needs to extract the whole archive. now imagine unitsync scanning your 5GB maps folder with all of them being LZMA solid archives.
i personally would never use solid for anything that is being released. there is simply too little benefit for the possible problems it can cause.
Making the engine accept solid was a bad move. Before when the sd7 was solid, it wouldn't work, and so people never released solid archives.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: *New Map* Seth's Ravine

Post by SirArtturi »

I'll revise the map as soon as somebody writes me the fog lua as a widget that can be turned off ingame...
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: *New Map* Seth's Ravine

Post by zwzsg »

1) Open gui_dualfog_gadget.lua in text editor
2) Replace every instance of the word "gadget" by "widget"
(not manually duh! Use search'n'replace box in the edit menu)
3) remove if (gadgetHandler:IsSyncedCode()) then else end
4) Save in \LuaUI\Widgets\

Yes, I did test, it is as simple as that.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: *New Map* Seth's Ravine

Post by SirArtturi »

Great thx.

So it was simple, but took three times me to ask this before someone bothered to help...
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: *New Map* Seth's Ravine

Post by knorke »

zwzsg wrote:
hoijui wrote:solid means, you have to extract the whole archive to get to one file.
so if the engine or unitsync for example wants to read the smd, it needs to extract the whole archive. now imagine unitsync scanning your 5GB maps folder with all of them being LZMA solid archives.
i personally would never use solid for anything that is being released. there is simply too little benefit for the possible problems it can cause.
Making the engine accept solid was a bad move. Before when the sd7 was solid, it wouldn't work, and so people never released solid archives.
Is that why it sometimes takes me 2 minutes to get ingame and other times it just takes 2 seconds?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: *New Map* Seth's Ravine

Post by smoth »

SirArtturi wrote:Great thx.

So it was simple, but took three times me to ask this before someone bothered to help...
you never asked me once.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: *New Map* Seth's Ravine

Post by knorke »

i thought it was on purpose so you can not cheat by turning fog off.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: *New Map* Seth's Ravine

Post by Gota »

knorke wrote:i thought it was on purpose so you can not cheat by turning fog off.
Why is that cheating?its not like its some uber heavy fog that makes u fail to see shit.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: *New Map* Seth's Ravine

Post by 1v0ry_k1ng »

so I hear this is the best map ever, of all time
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: *New Map* Seth's Ravine

Post by Jazcash »

Yay, epic update. Finally I can play good battles and get good replays and still be able to watch them back and get good screenies with fog. <3
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: *New Map* Seth's Ravine

Post by FLOZi »

Epic bump I know.

I love this map but it's way broken atm, not just the fog;

http://springrts.com/phpbb/viewtopic.ph ... ne#p526420

But also feature hitvolumes are fubar.

Any chance it can be restored to its former glory? :(
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: *New Map* Seth's Ravine

Post by Forboding Angel »

It also breaks random widgetry.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: *New Map* Seth's Ravine

Post by Cheesecan »

Could use the updated lua metal widget.
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: *New Map* Seth's Ravine

Post by klapmongool »

Great map indeed. Would love a fixed version.
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