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So now for something completely different (scenario)


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#1 eduh

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Posted 11 June 2012 - 10:17 PM

I may now disappoint you.


That said…
Reading first how do I ideally want to be 0AD in this thread…(look all the images):

http://www.wildfireg...showtopic=16085

I open this thread to announce this and to force myself to complete it. Is a fictional scenario called 'The Last Stand'

200dC. In the western coast of Ireland, the emperor of the Celts (I know) resists the assault of thousand of Roman minions in his island fortress:

This is the image:


Posted Image

Romans in the south have a massive army and a little base.
Celtic fortifications in epic proportions are all throughout the map.

The map is nowhere to be finished, but I want to show you what are my ideas for maps.

(Please, add highness to the maps!)

EDIT: .xml and .pmp are in a compression file in page 3 post 7

Edited by eduh, 15 November 2012 - 06:11 PM.


#2 Mythos_Ruler

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Posted 11 June 2012 - 10:20 PM

I like the land forms. Keep up the good work.
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#3 Pureon

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Posted 11 June 2012 - 10:24 PM

Good start. How big is the map?
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#4 feneur

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Posted 12 June 2012 - 06:39 AM

Quote

(Please, add highness to the maps!)
I'm not sure what you mean, but perhaps you're asking for a higher maximum height for the terrain? A workaround for now might be to lower the sea level as some of the height is locked up down there so to speak.

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#5 majapahit

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Posted 12 June 2012 - 01:47 PM

So is it harder for army in the center island or in the land?
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#6 Geek377

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Posted 13 June 2012 - 02:58 AM

Nice start dude. If I may suggest something, could you create some more space for the player on the ring? And be sure to keep us updated.

View Postmajapahit, on 12 June 2012 - 01:47 PM, said:

So is it harder for army in the center island or in the land?
I'd say island (if the AI could handle water) because its an attack from all sides. Unless you had good fortifications. But then again, its 100 vs 300 and you have a tactical disadvantage. But it could be argued both ways.
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#7 majapahit

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Posted 13 June 2012 - 08:53 AM

View PostGeek377, on 13 June 2012 - 02:58 AM, said:

I'd say island (if the AI could handle water) because its an attack from all sides. Unless you had good fortifications. But then again, its 100 vs 300 and you have a tactical disadvantage. But it could be argued both ways.

Cos the island has a small valley, I was wondering if the attackers must land in the beach near the valley and continue to the top of the island?
When they must land on certain area, a group of siege weapons can ruin the attacker when they land.
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#8 Geek377

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Posted 13 June 2012 - 01:01 PM

If only one could scale mountains :( That would a wonderful siege. An onslaught of 1000 Romans with the Celts dropping boiling water on them.
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#9 majapahit

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Posted 13 June 2012 - 01:13 PM

View PostGeek377, on 13 June 2012 - 01:01 PM, said:

If only one could scale mountains :( That would a wonderful siege. .... dropping boiling water on them.

I don't mind to see some rolling stones and tar balls thrown from cliffs :sword_rune:

Edited by majapahit, 13 June 2012 - 01:13 PM.

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#10 zoot

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Posted 13 June 2012 - 01:26 PM

View Posteduh, on 11 June 2012 - 10:17 PM, said:

(Please, add highness to the maps!)
I suspect technical limitations has driven the scale that has been chosen for maps. The problem with tall mountains is that they require an equally wide base if they are to be passable by units. So this would quickly lead to very large maps, which in turn would gobble up memory (unless implemented with a fancy technique like megatextures).

Edited by zoot, 13 June 2012 - 01:28 PM.


#11 CarsontheSage

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Posted 13 June 2012 - 03:46 PM

The problem with a map like this is that it's a siege level, and for a good siege level you need good siege mechanics like walls that can have people on them and siege ladders and stuff......which doesn't really seem likely at this point....

#12 eduh

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Posted 13 June 2012 - 09:36 PM

Thanks for your responses.
That is what is looks like now:


Posted Image

#13 Zeta1127

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Posted 13 June 2012 - 10:36 PM

Excellent map, it looks very promising.
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#14 leper

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Posted 13 June 2012 - 10:41 PM

This map is looking great. Keep up the good work (y).
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#15 Geek377

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Posted 14 June 2012 - 03:30 AM

I really like the distinct "ramp" feature leading down to the small beach on the island. Some great siege action here... if only the AI could handle water... Alternatively you could make the island player the AI by default and give it some great fortifications. The player would then have to sack the island.
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#16 Pureon

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Posted 14 June 2012 - 06:38 AM

Looking good! I really like the landscape, hope the AI doesn't get too lost in it :)
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#17 eduh

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Posted 29 June 2012 - 01:05 AM

Sorry I can't continue this until mid-august
In the very moment I'm available I'll finish it promise

(sorry I reported my own message by error)

Edited by eduh, 29 June 2012 - 01:06 AM.


#18 eduh

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Posted 19 August 2012 - 10:38 PM

I said I'd continue it, and I have continued it. To restart again, I densified the forests, I corrected some errors, detailed some textures, and added the first signs of civilization, such as roads, fields or bridge, etc. In all it isn´t much, but expect this to be completed ;)


Posted Image

#19 Geek377

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Posted 19 August 2012 - 11:50 PM

Looking much better dude. Why don't you make little inlets into the mountains for some extra building space? And perhaps raise the edges of the island to create sort of a "cup".
Just imagine some huge cannons at the edge of the island blasting incoming ships. Must take a lot ships and units to storm that place :D
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#20 eduh

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Posted 20 August 2012 - 09:06 AM

The height can't be raised anymore. And if the buildings can't be put in the valleys I'll try to widen the space as you say :)

Edited by eduh, 20 August 2012 - 12:00 PM.





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