TMX: old format RANdom maps (tmx based)
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Re: TMX: old format RANdom maps (tmx based)
thanks for sending the maps!
i have in 8 mapos so far
so i have inactivated these old ones from game:
//ml.mapNamesArr.add(Maps.getMap("greenfield_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_desert_medi_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("mediterrain_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("fix_river_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_xriver_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_river_roads20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_forest_river_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("lakes_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("ocean_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_perilous_realm.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_island_30.tmx")); deprecated
i have in 8 mapos so far
so i have inactivated these old ones from game:
//ml.mapNamesArr.add(Maps.getMap("greenfield_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_desert_medi_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("mediterrain_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("fix_river_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_xriver_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_river_roads20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_forest_river_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("lakes_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("ocean_20.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_perilous_realm.tmx")); deprecated
//ml.mapNamesArr.add(Maps.getMap("rnd_user_island_30.tmx")); deprecated
Re: TMX: old format RANdom maps (tmx based)
Right, i just didn't understand what you meant with the "obsolete wooden tile" on some maps... What tile is that?
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Re: TMX: old format RANdom maps (tmx based)
ok, i have emailld that sample image to you
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Re: TMX: old format RANdom maps (tmx based)
ok now i have inactivated these maps too
(the last TMX based random maps)
feel free to re-make any of htem if u liked them
(the last TMX based random maps)
feel free to re-make any of htem if u liked them
Code: Select all
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_river_roads30.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_forest_river_30.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_north_south_30.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_the_forgotten_land.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_planktown_35.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_shadow_hill_35.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_the_ruined_city.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_the_prison_fight.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_abandoned_city_35.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_gualcanal_31_36.tmx"));
// ml.mapNamesArr.add(Maps.getMap("greenfield_40.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_fire_altar.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_montain_arena.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_continent_bridge.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rocky_40.tmx"));
// ml.mapNamesArr.add(Maps.getMap("lakes_40.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_xriver_40.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_river_roads40.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_forest_river_40.tmx"));
// ml.mapNamesArr.add(Maps.getMap("ocean_40.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_mega_quad_arena.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_the_bridge_of_greenfield.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_river_roads.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_great_river.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_forest_river_50.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_world_map_50.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_the_england.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_the_england2.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_world_south_america_45_54.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_world_africa_47_52.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_world_north_america_51_57.tmx"));
// ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_world_europe_65_45.tmx"));
- phoenixffyrnig
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Re: TMX: old format RANdom maps (tmx based)
Ooof, some fantastic maps hanging on the edge of oblivion here. Some of these are amongst the most tactically interesting (imo) and this cull would leave us very short of big maps.
How to remake them in the new format @Stratego (dev) ? Can a tile for tile "translation" be made in the current map editor, or are certain permissions/ Dev version needed?
How to remake them in the new format @Stratego (dev) ? Can a tile for tile "translation" be made in the current map editor, or are certain permissions/ Dev version needed?
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- phoenixffyrnig
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Re: TMX: old format RANdom maps (tmx based)
Also, what will happen to current games that are taking place on these maps?
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- makazuwr32
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Re: TMX: old format RANdom maps (tmx based)
will this touch AoF as well?
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: TMX: old format RANdom maps (tmx based)
they will run properly - tzhis "removal" means no new maps can be lauched.phoenixffyrnig wrote: ↑Wed Jan 20, 2021 11:53 am Also, what will happen to current games that are taking place on these maps?
and some tima later (few months?) i will remove them totally.
- phoenixffyrnig
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Re: TMX: old format RANdom maps (tmx based)
Sorry Dev, I shouldnt have double posted, I appreciate you don't have time to read the whole topic every time you're tagged.
My main question was How to replicate these maps in the new format? As in I really really really want to keep some of them but don't know how - point me in the right direction and I will learn
My main question was How to replicate these maps in the new format? As in I really really really want to keep some of them but don't know how - point me in the right direction and I will learn
I also play an RTS game called Life
And I also like drinking beer!
And I also like drinking beer!
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Re: TMX: old format RANdom maps (tmx based)
you an simply start designing them in mapeditor from scratch.
- phoenixffyrnig
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Re: TMX: old format RANdom maps (tmx based)
Oh. Even I might be able to manage that, thanks
(phoenix is a caveman who's greatest and only technological achievement was downloading this game )
(phoenix is a caveman who's greatest and only technological achievement was downloading this game )
I also play an RTS game called Life
And I also like drinking beer!
And I also like drinking beer!
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Re: TMX: old format RANdom maps (tmx based)
mapeditor is easy, try it.
- phoenixffyrnig
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Re: TMX: old format RANdom maps (tmx based)
I will do. You have now given me the motivation I need.
I also play an RTS game called Life
And I also like drinking beer!
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- phoenixffyrnig
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Re: TMX: old format RANdom maps (tmx based)
Right @Stratego (dev) , I've been playing with Map Editor a bit. Good thing too, otherwise I'd have to organise a coup d'état...Really man, behave yourself! Some of these maps are UNESCO World Heritage Sites!
I've done a geographically faithful, but much prettier, remake of Greenfields, and I've got my head round most things, but I need your help with a couple of items please.
1 - If I place TCs in ME, this will presumably lead to a map with pre-placed TCs?
Would these be the only TCs on the map, ie does the act of placing TCs overrule random TC generation when starting a game?
And if doing a fixed TC game, is it still necessary to do the player spawn points?
2 How do the player spawn points work? There's a clue in the name, obviously, but do they fix a guaranteed location where someone will be (if enough players).
Must there be only 6 spawn points? If 12 were made, would that increase variability for start points?
What are they - is it just 1 TC the player begins in, or a standard starting cluster of nearby TCs?
If no TCs or spawn points are placed in ME, would the map still run off default game launch mechanisms?
Cheers
I've done a geographically faithful, but much prettier, remake of Greenfields, and I've got my head round most things, but I need your help with a couple of items please.
1 - If I place TCs in ME, this will presumably lead to a map with pre-placed TCs?
Would these be the only TCs on the map, ie does the act of placing TCs overrule random TC generation when starting a game?
And if doing a fixed TC game, is it still necessary to do the player spawn points?
2 How do the player spawn points work? There's a clue in the name, obviously, but do they fix a guaranteed location where someone will be (if enough players).
Must there be only 6 spawn points? If 12 were made, would that increase variability for start points?
What are they - is it just 1 TC the player begins in, or a standard starting cluster of nearby TCs?
If no TCs or spawn points are placed in ME, would the map still run off default game launch mechanisms?
Cheers
I also play an RTS game called Life
And I also like drinking beer!
And I also like drinking beer!
- Harchie Hirondo
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Re: TMX: old format RANdom maps (tmx based)
I will try to remake the world maps. Well, I'm addicted to world maps lol. Yeah, those removed maps are treasures...
The war is inevitable! But what if....
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Re: TMX: old format RANdom maps (tmx based)
Keep england and Planktown please and 50v50 Ovlar if you can please lol Love those maps especially ovlar it's my favorite. How about we just remake them and send it to you after you delete them? Seems the quicker route? The dragon avatar guy seems more than capable of doing that too. Also pardon me if you guys already mentioned this I didn't read the entire thread
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Re: TMX: old format RANdom maps (tmx based)
Bring back the obsolete "wood tile" too! It makes a good bush if you don't want to see them as tree tops! I love the permanent"no siege" or wagon blocking mechanic they introduce to the match as well, with the addition of the terrain removal feature to the game it's often impossible to form a map where siege and wagons and builders are nerfed, as they usually are the most common units in armies by far, that wood tile was just one of the many options in the map editor and it was a shame to see it go yknow? That's just my opinion though
Re: TMX: old format RANdom maps (tmx based)
Without removal option single line of said trees could destroy careful and long preparations if player didn't know exact layout, forgot or miscalculated enemy position.
Now woods are still a barrier, but removable.
Very forested maps are not really that easy on siege and wagons, as they require fragile workers to be out in the field to remove wood decorations.
Now woods are still a barrier, but removable.
Very forested maps are not really that easy on siege and wagons, as they require fragile workers to be out in the field to remove wood decorations.
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