Two King of the Hill maps - Page 2

Two King of the Hill maps

All map release threads should be posted here

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qray
Posts: 377
Joined: 02 Feb 2009, 18:49

Re: Two King of the Hill maps

Post by qray »

smoth wrote:qray if you would like I can run it through WM for you. or maybe forb can do l3dt. Which ever you want man.
Wow, the community here is really helpful :-)
What would be needed for this?
knorke wrote:extractorRadius = 10,
That is smaller than the mex itself, annoying to place those.
Use 100 or so.

Check mapoptions for being nil when starting via spring.exe menu, atm no commanders spawn because kothsomething is nil.
koth.lua wrote:if(UnitDefs[uD].name == 'armcom' or UnitDefs[uD].name == 'corcom') then
Will only work with BA

Imo condense the mapoptions. Just have "Hill Time in Minutes (0 to disable)"
For the others like metal production just pick some good values.
Mex radius is a good point. I never had a prob, but this would be an improvement nevertheless...
I'll try to reproduce & fix the com spawn bug. I always started via springlobby so I didn't see it.
Is there a general way to find out the starting unit (commander)? So far, I didn't find one...
Regarding map options: I think the standard values are good. But I had some complains from my friends that I tend to put too much ressources on maps :wink: . So I added the option to tune them down.
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smoth
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Re: Two King of the Hill maps

Post by smoth »

a 16 bit height field. and you should probably tell us what sort of climate etc
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Re: Two King of the Hill maps

Post by Cheesecan »

smoth wrote:Cheese, please don't act as though I was non-existant in the process of tracking all that stuff down and working it out only to have everyone else credited :( I worked hard to see my options code spread out and did a great deal to promote jk's work when it supplanted my own.
I don't act - this is something you guys developed while I was away. I didn't know and don't have any interest in making it out to be in one way or the other. Anyhoo..
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enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: Two King of the Hill maps

Post by enetheru »

qray wrote:@enetheru: thanks, that's a very kind offer! :-)
But it's really a matter of time. So far I tried every now and then Blender beginner tutorials and the results didn't look very much like they should have and I stopped again :mrgreen:
But anyway, I plan to try it again some day ... so if you know a good starting point for noobs, I would be happy to hear about it.
Is Blender a good tool for map making? (I know it can do nearly everything, but I don't want to use a sledgehammer to crack a nut)
Sure thing mate.
The time you will spend on a map is entirely dependent on how much detail you want to include. I'm not sure that the application will make much difference in this regard.
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qray
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Re: Two King of the Hill maps

Post by qray »

smoth wrote:a 16 bit height field. and you should probably tell us what sort of climate etc
I'll try to tweak heighmap a bit more. If it's OK, I would PM you when done...
Regarding climate: I kind of tend towards desert like looks and love the look of your Grts_desertValley and Grts_CookedWell maps.
BTW, how did you do the sand waves? Is this texture or detail/splat texture?



@enetheru: well, maybe this is the motivation to get me to try Blender again :-)
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smoth
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Re: Two King of the Hill maps

Post by smoth »

it was a splat texture I got from behe. if you want you can grab it out of my maps.
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qray
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Re: Two King of the Hill maps

Post by qray »

thanks :-)
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enetheru
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Re: Two King of the Hill maps

Post by enetheru »

So i went to make a video tutorial for you, and found a bug in blender haha :oops: .. also while it may seem easy to me, I had to touch too many areas of blender for the tutorial to be anything but intermediate.

Mesh editing, sculpting, scripting, rendering, compositing.

And that's just for the z-depth image.

getting a material to look good is a whole nother world of issues.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Two King of the Hill maps

Post by Forboding Angel »

I don't even have to post in threads to start fights. My job here is done.

Image
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qray
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Re: Two King of the Hill maps

Post by qray »

Updated Simple 6 Way map trying to include tips and suggestions from this thread (took a bit longer than originally planned).

Changelog v1.1-KoTH:
Map
  • worked a bit on the texture, but kept the simple look
  • fixed metalmap (spots were not symmetrically equal as supposed)
  • increased extractor radius (for easier placement)
  • reduced map options (tidals and "koth mode" are gone)
Built-in KotH mode
  • fixed bugs in KotH script (if started from spring.exe and not lobby)
  • now enabled via hill time setting, not via an extra option (default: disabled)
  • added compatibility (should work now with BA, BAR, ZeroK and EvoRTS)
  • added distance check when 2 or more commanders in the hill zone (before the team with the smaller team number got control, now the com closer to the center gets it)
  • made koth time counter display movable (position is not stored)
Update of the other map (cage fight) will hopefully follow soon.
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qray
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Re: Two King of the Hill maps

Post by qray »

Updated now also the second map (Cage Fight).

Changelog v1.1-KoTH:
Map
  • replaced the texture
  • modified height map (plane is now flat, to avoid some problems seen before)
  • increased extractor radius (for easier placement)
  • reduced map options (tidals and "koth mode" are gone)
  • added typemap and grassmap

Built-in KotH mode changed as listed in the post above
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qray
Posts: 377
Joined: 02 Feb 2009, 18:49

King of the Hill maps Update

Post by qray »

Updated King of the Hill game mode scripts of both maps:
Simple 6 Way on springfiles
Cage Fight on springfiles
(detailed game mutator description on the springfiles pages)

Updates for version 1.2:
  • Fixed that BA fences (Dragon's Teeth and Fortification Wall) were recognized as units and could keep the hill zone controlled
  • Added saving of hill timer display position in config file. Moved display code into a widget
  • Added map option (default "on") that teams can get their commander back if lost and if no
    commander has reappeared (resurrection etc.) in this team in the meantime.
    This way, they still have a chance of winning since coms are needed to occupy the hill zone.
    • Commander will respawn after average of remaining hill times of all teams.
    • A timer will display remaining waiting time for the commander respawn
    • A little circle in team color and a map marker show where commander will respawn (initial start position of the team)
    • Sound and text notification at respawn.
    • Needed hill time of this team will increase at respawn by 1/4 of initial time
      (teams deserve some punishment for loosing their com(s)!)
  • for ZK, King of the Hill game mode is now activated automatically with 15m hill time
Hope it works now, debugging took ages :mrgreen: I had the feeling I managed to have at some time more bugs than new lines of code :wink:
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