1.13 Map Database Project[message #134706]
|
Mon, 02 April 2007 20:55
|
|
Nighthawk |
|
Messages:46
Registered:February 2002 Location: Springfield, MO |
|
|
Let' start with any wilderness sectors and work from there. You can use any original tileset or try out my extended ones available by request.
Any named terrain tileset would be the ones to start with. Ex.: desert, tropical, coastal, lush, mountain, swamp, farm or generic. Even snow if you want to. Use whatever the most current version of the map editor is.
Place everything except items and merc tab stuff (enemies, civilians, militia and bloodcats). Lights are optional.
Send all map entries to new links posted below or I can make up a new mailbox.
Wherever you send it, write a description of your map, what sector to replace and include it as an attachment. Either .zip or .rar if you need to compress. I will make a overhead screenshot of each one and post them all on a new page in my website. Anyone can vote by using the same email above.
Modders needing mapping help can also send in requests. Whomever gets the new maps can make all maps available for download.
Let's just have some fun with this. All these new maps should be available for use in anyone's mod or replace the default maps from Arulco if playing the base game.
Any comments or suggestions please let me know.
Edited by Schein on 05.05.2020:
- 1.13 Map Database Project:
[Updated on: Tue, 05 May 2020 01:50] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
Re: 1.13 April 2007 map contest[message #136463]
|
Fri, 20 April 2007 19:00
|
|
Crazybite |
|
Messages:32
Registered:January 2007 Location: Netherlands |
|
|
Hello all, I am sorry if this is kind of "off topic" but would gladly participate in the future to these contests.
Sadly enough I found the manual provided for editing maps kind of "very incomplete" and have failed to make maps that worked well. Anyway I haven't stopped trying tho..
In the past (even more offtopic) I made maps for duke nukem 3d and blood (using the build editor) and could find entire tutorials for making them. (resulting in tons of working great maps) But I seem to have trouble finding such tuts for jagged alliance. I'm sure I could create some fairly good/unique maps. If only there were some good tutorials for doing stuff with the editor...
Maybe someone could step in and help us out here? I'm sure there would be more people that would love them too.
Cheers.
[Updated on: Fri, 20 April 2007 19:01] by Moderator Report message to a moderator
|
Private 1st Class
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: 1.13 April 2007 map contest[message #140957]
|
Sun, 27 May 2007 16:00
|
|
shed23 |
|
Messages:130
Registered:October 2004 Location: U.K. |
|
|
Here is the link for the whole mod of mine:
http://www.badongo.com/file/3199819
34Meg rar file. Has everything that should be needed.
Please bear in mind, that this started way back with the UB editor, changed over to the JA2Beta editor, changed to the latest editor as well as all the tileset alterations etc...
There is a short 'readme' for some explanations contained within the rar.
Worth note:
This is/was to be used with TonsOfGuns and Insane mode.
How it will work with other settings - I have no idea, but should be ok.
You may want to edit A9 for gear. This mod was designed so that you never had to use Bobby Rays or Mine income. BUT, because I have removed some quests (for use in a new idea), I have put the mines back in. All you really have is:
-Altered maps from 'God knows where'.
-Altered existing maps.
-Loads of new ones.
DISCLAIMER:
I have tested very little of the maps, so there could possibly be problems somewhere, I hope not.
From what I have played, it is an absolute pig, so best of luck with it.
Feel free to use it, or parts, as you want.
Report message to a moderator
|
Sergeant
|
|
|
|
Re: 1.13 April 2007 map contest[message #141017]
|
Sun, 27 May 2007 20:50
|
|
shed23 |
|
Messages:130
Registered:October 2004 Location: U.K. |
|
|
Well, the mod was designed for Insane mode. That is, weapons and ammo are plentiful. Initially, this was not the case. My son asked for a challenge with 113, so I converted my original to this. Garrison XML has been used fully, hence the pig of a game from the outset.
I found it fun so far. Must try to play this right through myself.
EDIT. Sorry - forgot the preview of the strategic map, see link.
The map looks far better in-game than what it does here.
[Updated on: Wed, 23 May 2018 05:29] by Moderator Report message to a moderator
|
Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: 1.13 April 2007 map contest[message #146441]
|
Sun, 24 June 2007 18:50
|
|
shed23 |
|
Messages:130
Registered:October 2004 Location: U.K. |
|
|
For what it is worth, this is how I 'get around' the problems listed in previous posts.
Assuming a clean install + 113.
1) Create folder 'Maps' in Data folder.
2) Create folder 'Radarmaps' in Data folder.
3) Unpack Maps into Data/Maps.
4) Create Radarmaps, or later, your choice.
5) Create folder on Desktop and ALWAYS copy/paste all your maps and modded maps into this.
6) Ensure that Data 113 DOES NOT have Maps/Radarmaps folders. I find it far easier to deal with one
folder for all maps/radarmaps.
7) All other 'modded' files (ProfDat, xml etc...) copy/paste to your desktop folder.
Regarding step 5.
Everything for a mod of mine gets stored in the desktop folder - copy/paste that is, very regularly.
That way, should a screw-up occur, you have all your stuff safe.
You can also easily access your maps for posting.
There is little or no 'conflicts' with Data and Data 113, for me anyway.
Also, beware of multiple installs. There are some processes that can be compromised by other installs. For the life of me, I cannot remember what it was, but I was modding something quite a while ago and getting nowhere fast. It transpired that data can be leeched (read), from other sources of the same kind and the game 'can' get confused by this. Hope that came across ok. This is a difficult one to describe.
Report message to a moderator
|
Sergeant
|
|
|
|
|