Maps for the Crack Pipe (and other servers)
Moderator: Lucifer
- Lucifer
- Project Developer
- Posts: 8640
- Joined: Sun Aug 15, 2004 3:32 pm
- Location: Republic of Texas
- Contact:
Maps for the Crack Pipe (and other servers)
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
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.
- Jonathan
- A Brave Victim
- Posts: 3391
- Joined: Thu Feb 03, 2005 12:50 am
- Location: Not really lurking anymore
Re: Maps for the Crack Pipe (and other servers)
Remember the setting SIMPLE_MAP.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
ˌɑrməˈɡɛˌtrɑn
-
- On Lightcycle Grid
- Posts: 16
- Joined: Mon Oct 10, 2005 6:02 am
- Location: N. Sanity Beach
here's a map I made...
[img]http://www.generalconsumption.org/armag ... -0.7.1.png[/img]
do what you will with it.
[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 565 times
--Hyper
irc.enterthegame.com #null
irc.enterthegame.com #null
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
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 576 times
Last edited by SuPeRTaRD on Wed Oct 12, 2005 5:49 pm, edited 4 times in total.
-
- On Lightcycle Grid
- Posts: 16
- Joined: Mon Oct 10, 2005 6:02 am
- Location: N. Sanity Beach
I got bored. Here's the Whirlpool.
- Attachments
-
- null-whirlpool-0.7.1.aamap.xml
- xml file
- (2.08 KiB) Downloaded 575 times
-
- png image
- Null-Whirlpool-0.7.1.png (5.27 KiB) Viewed 12192 times
--Hyper
irc.enterthegame.com #null
irc.enterthegame.com #null
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
My first map . Probably crap... Oh well...
- Attachments
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- rooms-0.1.aamap.xml
- the map itselfies!
- (7.18 KiB) Downloaded 560 times
ppl kept requesting a circular map..
- Attachments
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- FunkinGonutz-0[1].7.1.aamap.xml
- woot!
- (5 KiB) Downloaded 552 times
a sorta clover shaped thingy with open middle section
- Attachments
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- ClovFite-0[1].7.1.aamap.xml
- (6.11 KiB) Downloaded 536 times
a roulette friendly spawnpoint map created by request for the new WOTA server
- Attachments
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- rlttspwn-0[1].7.1.aamap.xml
- (875 Bytes) Downloaded 582 times
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- rlttspwn.png
- (6.78 KiB) Downloaded 328 times
- philippeqc
- Long Poster - Project Developer - Sage
- Posts: 1526
- Joined: Mon Jul 12, 2004 8:55 am
- Location: Stockholm
- Contact:
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:
-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.
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
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
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- tryaZone.sh.gz
- The bash script
- (1.46 KiB) Downloaded 560 times
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- tripath.xml
- The generated map
- (1.5 KiB) Downloaded 578 times
Canis meus id comedit.
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 willphilippeqc 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.
- 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....
--Lucifer
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- Dr Z Level
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- wrtlprnft
- Reverse Outside Corner Grinder
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- Contact:
Ok, I've got an useless crazy map, not sure what to do with it, so I'll submit it for Lucifer's server
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.
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.
- Attachments
-
- CrazyMap-0.1.aamap.xml.gz
- (791 Bytes) Downloaded 463 times
-
- map.png (4.31 KiB) Viewed 11632 times
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