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Forum : Notice Board
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AuthorTopic : Map Editor - Competition
Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Thursday, 21 February 2002 - 21:06

Map Editor 1.02 is now Available !!

waronline.net/images/map12.gif

A screenshot of what Map Editor is capable of, and the future direction of WarOnline maps.

You can now download the Map Editor, create your own maps based on the supplied base terrain, and send them in for review. The best few maps will be used as official playing maps (with full credits).

Last Edited : Tuesday, 2 April 2002 - 00:07

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Thursday, 21 February 2002 - 21:13

The Map Editor is available on the Downloads page.
Simply unzip the file to a new directory, read the instructions, and start mapping!

Map objects include terrain objects (mountains/forests), buildings (Castle spawn spots, resource buildings, roads, resource piles that can be picked up by armies) and some basic monster armies (bandits, renegades,etc used to defend/block certain map areas. will be more effective when monster auto-attacks is complete).

The MapData.txt file included is a quick attempt by me to show how things could be done (as seen in the above screenshot). Only 4 starting areas are completely done, but I've included all the other Castles around the map to show where they 'could' go.

You may want to use what I have done so far as a base, or start again from scratch. Its up to you.

As an extra note. When making maps, be sure not to overlap objects, and try to use the larger terrain objects rather than lots of smaller ones, as the more objects on the map, the more bandwidth required, slower load times are.

Also, try switching to Low-Quality mode for faster performance.
(right mouse-click then select Quality - Low).

Last Edited : Friday, 22 February 2002 - 01:21

Pro
Joined 22/10/2000
Posts : 3021

Posted : Thursday, 21 February 2002 - 23:08

Ye-Haw...i just goto get home so i can download.

Gatewatcher
Joined 31/12/2001
Posts : 25

Posted : Friday, 22 February 2002 - 00:25

Very Good Job Requiem!!!!!! When can we expect to be playing this one

CyberDog
Joined 5/12/2001
Posts : 35

Posted : Friday, 22 February 2002 - 00:27

How many players per map are you looking for right now ?

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Friday, 22 February 2002 - 00:44

well, given this map is only as 126x126 sized map, I'd say this one is for the smaller skirmish/last-man type games.

So from 12-30+
Depending how spacious/squashed you think it should be.

The example I started fits about 21 players in the one map.
You could make it more, or less. Up to you.

Eventually, I will add a load-map-type function, so you can use different base-maps, which would allow different base terrains and different sizes.

BigAmigo
Joined 15/10/2001
Posts : 3716

Posted : Friday, 22 February 2002 - 01:15

Which colors represent which terrain type and what resource/obsticals are predominant in each?

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Friday, 22 February 2002 - 01:25

Terrains :

Blue : Water (061E8C)
Yellow : Sand (D0DA5E)
Turquoise : Swamp - Forests (308080)
Green : Grass - Forests(28AA46)
Brown : Dirt - Forests(807050)
Tan : Rocky - Mountains(B0A070)
Ochre : Scorched Earth - Mountains (3A2926)
White : Snow - Mountains(FFFFFF)
(RGB codes)

Thats not to say that you cant have say Forests in Snow terrain. (my demo does).

As for resources, you can put them whereever you want.
Whatever you put on the map, is all that players will have access to. So try to keep things balanced.

Last Edited : Saturday, 23 February 2002 - 10:19

shaber
Joined 17/08/2001
Posts : 61

Posted : Friday, 22 February 2002 - 02:34

when i click on map editor i download it but i cant get in it why

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Friday, 22 February 2002 - 02:39

i dont know why. i'd need more information than 'i cant get in it.'

please email me the problems rather than clutter up this forum.

Wyld Chyld
Joined 16/07/2001
Posts : 432

Posted : Friday, 22 February 2002 - 03:58

Wow. That looks really good.

shaber
Joined 17/08/2001
Posts : 61

Posted : Friday, 22 February 2002 - 05:00

when i click on map editor in C drive it comes up with a note book that sais instructions then it has a piece of paper that has a window in the middle and then theres another notebook and then theres another piece of paper

redmike
Joined 22/05/2001
Posts : 312

Posted : Friday, 22 February 2002 - 07:24

ok i d/l it i put it a new folder now what lol

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Friday, 22 February 2002 - 07:39

you can try to double-click the .swf file to run it.
If that doesnt work, open the .swf in Internet Explorer.

I've just included a mapeditor.html file in the ZIP file incase you cant run the .swf file directly.

Egregius
Joined 11/07/2001
Posts : 3513

Posted : Friday, 22 February 2002 - 08:58

Doubleclicking swf files rarely works, you have to 'open with...' or open it by pressing control-o in msie.

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Friday, 22 February 2002 - 10:48

thats why the new ZIP file you download now includes a MapEditor.HTML file. You can just run that which then opens the SWF file for you.

Chiron
Joined 19/09/2000
Posts : 1877

Posted : Saturday, 23 February 2002 - 00:03

Can you say Heroes of Might&Magic?

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Saturday, 23 February 2002 - 01:25

hehe. it is a little like heroes3.

i guess my direction is more like Heroes3 now rather than AOE. Of course it will never really be like H3 as that is fully turn based, hero managed, no external buildings and is quite different gameplay.

I guess you could say its more AOE style gamplay in a Heroes3 environment... ?

pinafore
Joined 19/07/2001
Posts : 2307

Posted : Saturday, 23 February 2002 - 08:35

nice work!

questions:

if i place a mine next to ore piles... will this mine be unassigned until a player will overtake the mine?

does the mine take resources from these piles while unassigned?

roads: are players able to build them or do i have to place them completely?

castles: how many max/min?

i think, we need to draw our own surface maps. you should give us the color-code of each terrain, i think.

Alverin
Joined 7/11/2001
Posts : 476

Posted : Saturday, 23 February 2002 - 09:22

The color code is listed 1/2 way through this conversation thread.

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