Maps for the Crack Pipe (and other servers)

Mmmm... What's cookin in the kitchen?

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Lucifer
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Maps for the Crack Pipe (and other servers)

Post by Lucifer »

If you want to submit a map to be played on Swamplords on Crack or any other server that wants to run it, please do so here. Commentary on the maps should be handled somewhere else.

Include:

1. The map
2. A picture of the map that can be one of these things:
a) A screenshot of a top view of the map
b) A picture of the map rendered with nemo's map previewer
c) An in-game screenshot that shows the map with Jonathan's HUD map
3. (Optional, required if you don't satisfy condition 2) A scan of the paper or a copy of the image file you used when planning your map. If you don't have this, you must satisfy condition 2.
4. (Optional) A text file formatted like any other armagetron config file containing your recommended settings for the map. Please do not include physics settings.

If you don't satisfy these conditions, I reserve the right to delete your post from this thread, but that doesn't mean you can't post it in other threads for people. I just want to keep this thread clean with only maps that people can look at.

Guidelines for Swamplords on Crack can be found on the wiki:
http://wiki.armagetronad.net/index.php/ ... s_on_Crack
Last edited by Lucifer on Sat Feb 25, 2006 8:48 am, edited 1 time in total.
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Jonathan
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Re: Maps for the Crack Pipe (and other servers)

Post by Jonathan »

Lucifer wrote:2. A picture of the map that can be one of these things:
c) An in-game screenshot that shows the map with Jonathan's HUD map
Remember the setting SIMPLE_MAP.
ˌɑrməˈɡɛˌtrɑn
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Post by [Null]Hyper »

here's a map I made...

[img]http://www.generalconsumption.org/armag ... -0.7.1.png[/img]

do what you will with it.
Attachments
null-gen1-0.7.1.aamap.xml
Null Map number 1
(2.07 KiB) Downloaded 547 times
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SuPeRTaRD
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Post by SuPeRTaRD »

my new one "BludFort"
i tried to incorporate several features i liked from other maps into 1 map
I meant it to come out a little different than this, but.. somtimes worlds create themselves..

map removed till fixed

fixed!

To test a map in windows, stick the map in /application data/armagetron/resource/

& type in console: MAP_FILE mapname.xml
Attachments
bludfort-0[1].7.1.aamap.xml
(4.92 KiB) Downloaded 555 times
BldFrt.png
Last edited by SuPeRTaRD on Wed Oct 12, 2005 5:49 pm, edited 4 times in total.
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Post by [Null]Hyper »

I got bored. Here's the Whirlpool.
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null-whirlpool-0.7.1.aamap.xml
xml file
(2.08 KiB) Downloaded 555 times
png image
png image
Null-Whirlpool-0.7.1.png (5.27 KiB) Viewed 12045 times
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Post by Tank Program »

My first map :D. Probably crap... Oh well...
Attachments
what it lookers like
what it lookers like
rooms-0.1.aamap.xml
the map itselfies!
(7.18 KiB) Downloaded 546 times
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SuPeRTaRD
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Post by SuPeRTaRD »

ppl kept requesting a circular map..
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FunkinGonutz-0[1].7.1.aamap.xml
woot!
(5 KiB) Downloaded 531 times
FunkinGonutz.png
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SuPeRTaRD
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Post by SuPeRTaRD »

a sorta clover shaped thingy with open middle section
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ClovFite-0[1].7.1.aamap.xml
(6.11 KiB) Downloaded 518 times
ClovFite.png
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Post by SuPeRTaRD »

a roulette friendly spawnpoint map created by request for the new WOTA server
Attachments
rlttspwn-0[1].7.1.aamap.xml
(875 Bytes) Downloaded 566 times
rlttspwn.png
(6.78 KiB) Downloaded 328 times
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philippeqc
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Post by philippeqc »

A three team fortress map and the bash script to generate it.

One required tweaking:
- The circle hidden in the box for a period might not be so great, as it force a too fast growth to be interesting early in the game, which is too fast to be interesting later in the game. Replacing with a zone that is not hidden but has a slower growth could be more balanced.

One unknow:
- What happens when 2 players from different teams conquer a zone together? My experimentation vs AI didn't allow for much study. ;)

One bunch of useless parameters, accessible from the bash script:
- How much to chunck from the corners
- How distant the boxes should be from the corners
- How big are the boxes
- How distant the spawn point is in front of the box
- How fast should the Zone grown

One question:
- Why in heck didn't I find out how to make arrays and loops in bash?

One mistery:
- Will it be fun!

One command:

Code: Select all

./triangleZone.sh > tryaZone-0.1.aamap.xml
-ph

Nota: you need the absolute latest version to try it. It use a last minute change that had been requested for some time, that allows spawn, wall and zone to be specified out of order, as long as the axes is first.
Attachments
tryaZone.sh.gz
The bash script
(1.46 KiB) Downloaded 540 times
tripath.xml
The generated map
(1.5 KiB) Downloaded 558 times
Canis meus id comedit.
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Post by Z-Man »

philippeqc wrote:One unknow:
- What happens when 2 players from different teams conquer a zone together? My experimentation vs AI didn't allow for much study. ;)
Currently, a random (almost, probably deterministically the team with the lowest or highest score) team will win. I've got settings in the works that will
- divide the score equally between conquering teams (based on who has players in the zone at the time of conquest, other schemes may be more just, but this was simplest to implement)
- allow the game to continue until all zones except one are conquered, or the even after that
- make the zone kill the closest players of the owning team when they collapse (they are likely to be the defenders who screwed up)
All that with simple and well localized hacks that can be extracted for future effects.

Can we keep discussion out of this thread, if you don't mind? There's a discussion thread for it....
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Post by Luke-Jr »

Lots of maps here... they should be added to the repository:
beta.armagetronad.net/028-link/addmaps

Can we keep discussion out of this thread? It's for submissions only...
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Post by wrtlprnft »

Ok, I've got an useless crazy map, not sure what to do with it, so I'll submit it for Lucifer's server :P

The whole point (if any) is that if you always only turn when you drive against a wall (and drive away from it) you'll end up chasing each other around the grid. And that's about it.
I didn't go into the trouble of setting up a server to test it yet, so I only tested it in single player mode, and I don't have any special settings for it.
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CrazyMap-0.1.aamap.xml.gz
(791 Bytes) Downloaded 446 times
map.png
map.png (4.31 KiB) Viewed 11485 times
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