einstein13
Joined: 2013-07-28, 23:01
Posts: 1118
One Elder of Players
Location: Poland
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Posted at: 2020-03-10, 22:55
Good points, Nordfriese. You've pointed almost all things I was thinking about during creation. But the coastline is boring, terrain flat and it doesn't seems to be natural in any way. Probably making the map a bit more realistic would solve the issue that I don't like it .
einstein13 calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/ backup website files: http://kartezjusz.ddns.net/upload/widelands/
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king_of_nowhere
Joined: 2014-09-15, 17:35
Posts: 1668
One Elder of Players
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Posted at: 2020-03-11, 03:09
GunChleoc wrote:
Long, long way was removed for Build 19. https://www.widelands.org/forum/topic/1917/?page=1#post-16294
the removed map was another one, of the same name. I think. there was a map in build18 that was 250*64 and was basically this long, thin strip of land with 4 players on it. it was removed.
or perhaps that was "the long way" and it was a different map? now i'm not so sure...
teppo wrote:
I like to see some of the torture maps there.
Should there be a special mode for those maps: Single player only, the intended slot only, possibly access to hall-of-fame on website if completed (points by time to complete, or whatever associated script says).
At least in case of no-metal-challenge by K-o-N some lua to detect victory would be essential. In short, quite much coding.
Is it only me?
if that thing is done, i can rework no metal challenge to make it winnable regularly
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Nordfriese
Joined: 2017-01-17, 17:07
Posts: 1954
OS: Debian Testing
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2020-03-11, 06:37
king_of_nowhere wrote:
GunChleoc wrote:
Long, long way was removed for Build 19. https://www.widelands.org/forum/topic/1917/?page=1#post-16294
the removed map was another one, of the same name. I think. there was a map in build18 that was 250*64 and was basically this long, thin strip of land with 4 players on it. it was removed.
or perhaps that was "the long way" and it was a different map? now i'm not so sure...
There's also a 5-players map called The Long Way, long and very narrow (224×48), which is still official, probably you mean this one.
teppo wrote:
I like to see some of the torture maps there.
Should there be a special mode for those maps: Single player only, the intended slot only, possibly access to hall-of-fame on website if completed (points by time to complete, or whatever associated script says).
At least in case of no-metal-challenge by K-o-N some lua to detect victory would be essential. In short, quite much coding.
Is it only me?
if that thing is done, i can rework no metal challenge to make it winnable regularly
If you upload a new version where autocrat makes sense, we should definitely include it in b21 Are you sure that a way to reach the enemy HQs wouldn't enable the forbidden strategy of "early rush and steal resources"?
einstein13 wrote:
Good points, Nordfriese. You've pointed almost all things I was thinking about during creation. But the coastline is boring, terrain flat and it doesn't seems to be natural in any way. Probably making the map a bit more realistic would solve the issue that I don't like it .
I think I understand now what you mean… if you don't mind I'll make an edit of your map this evening and try to address these points?
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einstein13
Joined: 2013-07-28, 23:01
Posts: 1118
One Elder of Players
Location: Poland
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Posted at: 2020-03-11, 09:53
Nordfriese wrote:
einstein13 wrote:
Good points, Nordfriese. (...)
I think I understand now what you mean… if you don't mind I'll make an edit of your map this evening and try to address these points?
Go for it! I will be more than happy to see that the map evolves and it is even better.
Any of my work here is for the whole Widelands community.
einstein13 calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/ backup website files: http://kartezjusz.ddns.net/upload/widelands/
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Nordfriese
Joined: 2017-01-17, 17:07
Posts: 1954
OS: Debian Testing
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2020-03-11, 15:08
Here's my first attempt to address your points
(Surprisingly uploading it as .wmf tells me * This type of file is not allowed. so uploading as zip instead)
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kaputtnik
Topic Opener
Joined: 2013-02-18, 19:48
Posts: 2441
OS: Archlinux
Version: current master
One Elder of Players
Location: Germany
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Posted at: 2020-03-11, 18:11
Nordfriese wrote:
(Surprisingly uploading it as .wmf tells me * This type of file is not allowed. so uploading as zip instead)
I decided to disallow maps in the forums, because i feared new users may upload maps in the forums, instead of the maps section
Fight simulator for Widelands: https://wide-fighter.netlify.app/
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einstein13
Joined: 2013-07-28, 23:01
Posts: 1118
One Elder of Players
Location: Poland
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Posted at: 2020-03-12, 14:41
Nordfriese wrote:
Here's my first attempt to address your points
As I noticed, you've added a coastline of sand. Good. Some lonely stones (immovables) looks perfect too.
I would also add artifacts, maybe on mountains which are like antennas.
Also portspaces should be tweaked a bit. As I understand, the algorithm for them changed since 2013 and some of them disappeared. For sure two port spaces on each side of "way out" from first twin island part (the beggining and end of long path). During creation I was thinking about adding two more port spaces in the middle of the path, but during testing I have found that less ports was enough. But it is up to you what you will do here.
And the last one (that I can think about solutions) are volcanoes here. I think that making them more volcano - like will be hard task, but since we have unified worlds, you can try it.
Of course all of those suggestions are only suggestions and whatever you will do will be fine! . And if you feel that the map should be official again, I will say "yes" . (Of course with you as an author!)
einstein13 calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/ backup website files: http://kartezjusz.ddns.net/upload/widelands/
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Nordfriese
Joined: 2017-01-17, 17:07
Posts: 1954
OS: Debian Testing
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2020-03-12, 16:19
Next version, featuring volcanoes and 16 artefacts
I always wondered why there are so few port spaces on this map… now I know IMHO a set of two port spaces at each end of the long paths plus one per player peninsula should be best.
And if you feel that the map should be official again, I will say "yes"
Great!
Of course with you as an author!)
Co-author
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einstein13
Joined: 2013-07-28, 23:01
Posts: 1118
One Elder of Players
Location: Poland
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Posted at: 2020-03-13, 09:05
Perfect!
In my editor I spot one port space left.
With that I have uploaded map to the site. Hope you're fine with that!
Good job, Nordfriese!
einstein13 calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/ backup website files: http://kartezjusz.ddns.net/upload/widelands/
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Nordfriese
Joined: 2017-01-17, 17:07
Posts: 1954
OS: Debian Testing
Version: Latest master
One Elder of Players
Location: 0x55555d3a34c0
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Posted at: 2020-03-13, 09:09
einstein13 wrote:
In my editor I spot one port space left.
With that I have uploaded map to the site. Hope you're fine with that!
Thanks
When king_of_nowhere uploads a new version of No Metal Challenge, I'll make a branch with that, Long Long Way v2, Europa 1.1, and an adjusted version of Astoria to make them official.
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