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Re: 1.13 April 2007 map contest[message #189000]
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Wed, 18 June 2008 05:51
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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Azazel
I have five installs on my desktop right now and three of them include your fine maps. Got any more?
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Sergeant 1st Class
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Re: 1.13 April 2007 map contest[message #189037]
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Wed, 18 June 2008 17:03
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KEN C |
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Messages:244
Registered:May 2007 Location: Aberdeen Washington USA |
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Scorpion
thank you. I had not made any sense of rowa21's response. Now I will be able to experiment with map randomizing.
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Sergeant 1st Class
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Re: 1.13 April 2007 map contest[message #189105]
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Thu, 19 June 2008 09:37
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SharkD |
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Messages:352
Registered:July 2003 |
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AZAZELSo, where do you want to make them random? Everywhere?
Or you just want the posibility to make them random anywhere,
and to actually make them random for some 10 maps or somesuch?
The answer is in the topic called "1.13, request for..."
And the answer seems always random, in the sense that when you get it you don't need it anymore.
Well, the options as I see it are:
1) sector randomization - each sector is chosen randomly from a list of sector maps
2) random everything - every single detail is randomized!
Option #1 would need to work properly with scripts/quests/etc., so it might be beneficial to split quest/NPC information into a separate layer. Scripts would be attached to the correct map coordinate regardless of which physical map gets chosen. NPCs would be inserted into the correct sector.
It would be fine, IMO, if either option could be done outside of the game in an editor of some type. If the physical map structure (i.e. tiles, roofs, etc.) is contained in a text file, I would experiment with writing a random generator.
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Master Sergeant
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Re: 1.13 April 2007 map contest[message #197189]
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Wed, 24 September 2008 18:55
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Matryoshka |
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Messages:90
Registered:September 2004 Location: New Zealand |
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Given how involved you are with all the mod projects, Starwalker, I don't know how full your PM box is, so I'll put this up here instead. :crazy:
I've bashed together a new D2 SAM site using the "Queen's SAM" tileset - it's not the frakkin' nightmare that was the Wildfire 'bridge-and-island', but I'd like to think it's a little more challenging (and realistic) than the original, even if my (super-well-equipped) mercs blow through the defenders like they're not there. :bluegrin: If you've got the time & interest, shoot me a PM and let me know where I should e-mail the .dat file. :cheers:
(Sadly, it won't come with a radarmap .sti, since I don't have the foggiest clue how to create one. Unless there's a mug volunteer out there who has the skills and inclination to correct that? :crazy:)
[Updated on: Tue, 14 September 2021 05:35] by Moderator Report message to a moderator
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Corporal 1st Class
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