Posted: Sat Oct 12, 2019 8:24 am Post subject:
[TS] Blood River (2-8)
Subject description: Remake of Westwood's "A river runs near it" map
Blood River
2-8 players
I have decided to create a remake of "A river runs near it" map from Westwood.
Map is made from scratch, it has large size for 8 players, giving players more building space and increased map details in all ways.
There are some basic triggers like Day&Night cycle, plus special ones such as bridge repair trucks or 10% chance for ion storm during night.
Feel free to post feedback.
Update to v1.1:
-Small cliffs and slopes adjustments
-Cleared some tiles near C1, C3, C4, C19, C20, C21 cliffs
-Small vein changes
Update to v1.2:
-fixed 2 wrong tiles near spawn 5 (waypoint 4)
-applied newest E1 Elite's IsoMapPack5 compression
Update to v1.3
-fixed missing dirt road tile
-adjusted hint for pathfinding
Update to v1.4
-fixed stuck units after leaving tunnel (bottom left tunnel)
-playable clear area increased to 202x210 (also more build space for 3rd and 7th location)
-small terrain adjustments at map edges
-updated both map preview images
I still can't believe how lucky I am to be able to use different IsoMapPack5 compression. Without it, the map would be much smaller or details would be heavily compromised.
I really appreciate E1 Elite's work even more, knowing that only few people will actualy use it. QUICK_EDIT
That's some damn beautiful artwork.
HG, your signature desperately needs a link to your Global Crisis mod. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I still can't believe how lucky I am to be able to use different IsoMapPack5 compression. Without it, the map would be much smaller or details would be heavily compromised.
Try the latest map renderer, it should give better IsoMapPack5 compression. QUICK_EDIT
Any way to get the same updated compression to Starkku's MapTool?
Also, since the renderer already does more than just render the map, it might be worth to consider updating the name of the program...I propose Final Sun Finalizer _________________ QUICK_EDIT
Latest map renderer computes 18 different 4-level tile field's sort combinations and selects the best out of those. Those 18 selected combinations were arrived at from statistics of large number 4-level sort combinations on 100s of maps as it is computationally intensive to have all those. Starkku's Maptool just gives 4 individual 3-level sort combination options to be given in profiles to check which one is better manually. Manually checking those large number of combinations is like going backwards when an application can do it for you with a click of a button. QUICK_EDIT
Indeed, it compressed IsoMapPack5 in my map even more. Nice job!
The only thing standing in the way of big maps up to wxh=512 is (probably) FS minimap window
Are there any issues or IE with D&C? IsoMapPack5 has 8941 lines so it shouldn't be issue.
I have have tested only on my modded and vanilla TS Clients. QUICK_EDIT
Indeed, it compressed IsoMapPack5 in my map even more. Nice job!
The only thing standing in the way of big maps up to wxh=512 is (probably) FS minimap window
Update to v1.4
-fixed stuck units after leaving tunnel (bottom left tunnel)
-playable clear area increased to 202x210 (also more build space for 3rd and 7th location)
-small terrain adjustments at map edges
-updated both map preview images
note: if you would like to open map in FS, decrease map size using MapResize by -5 on width and -7 on height dimensions. QUICK_EDIT
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