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 Post subject: Map ''Apobus''
PostPosted: Sat Nov 14, 2009 14:59 pm 
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Location: The Netherlands
Name: Apobus
Discription: My first made map :mrgreen: . Apobus is a vulcanic island. it is full with dangerous lava and toxic gasses that only the strongest can resist. Now there are 3 tribes that want this island and wil fight a war for it.
Climatic Zone: Ashvalley
Players: 1-3
Version: 2.5 BETA (!New Version!)

Download 2.0 version:
Attachment:
apobus_seas.ula [392.74 KiB]
Downloaded 479 times


Download 2.5 BETA version:
Attachment:
apobus BETA.ula [402.01 KiB]
Downloaded 449 times


Pics:
Image

Image

Image

Image

Image

please enjoy and if you find a bug report it :mrgreen:

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Last edited by Jmaster888 on Sat May 01, 2010 16:26 pm, edited 16 times in total.

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 Post subject: Re: Map: Apobus
PostPosted: Sat Nov 14, 2009 15:13 pm 
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i will take a look^^ add more info: players and screenshots

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 Post subject: Re: Map: Apobus
PostPosted: Sat Nov 14, 2009 16:51 pm 
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i placed more info and screens now hope you enjoy :wink:

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 Post subject: Re: Map: Apobus
PostPosted: Sat Nov 14, 2009 17:58 pm 
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:shock: Looks very very Nice !!! :D

I will test it... but atm my MP does not work :(

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 Post subject: Re: Map: Apobus
PostPosted: Sat Nov 14, 2009 19:11 pm 
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Are SEAS already aviable? If not, it is my work :)

Okay, i had a look and it's good! But for the mountains, you cult use the black texture. And I don't know WHY I should go to the most of these Carnivores, there are no Stones or Treasures...

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 Post subject: Re: Map: Apobus
PostPosted: Sat Nov 14, 2009 19:20 pm 
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I took a look at it.

It's really well done for your first map. The only two mistakes I've seen is the hardly differing colours from the plateaus to the mainland and that the mountains are very high. 1st: Create a very little brush. With this, it should be no problem to put some more ALT7 terrain to the plateaus. Btw, you can paint the bases with ALT7 completely if you want, that's the usual case in the original paraworld ashvalley maps. 2nd: The mountains can be lowered by creating single, small areas in them that lie very low and then smooth the entire mountains together. A little roughing afterwards will make it art. ;)
Ah, and the volcano in the northern corner has quite a big crater..

I love that carnotaur cave! :D And the almost isolation.. it's cool. :) A lot better than my first map. ;)

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 Post subject: Re: Map: Apobus
PostPosted: Sat Nov 14, 2009 20:17 pm 
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TheZoo wrote:
Are SEAS already aviable? If not, it is my work :)

Okay, i had a look and it's good! But for the mountains, you cult use the black texture. And I don't know WHY I should go to the most of these Carnivores, there are no Stones or Treasures...


Seas is not availble but you have my permission to make it seas mod comptible. :wink: .

!New Version is out!
Changelog:
:arrow: Mountains now smoother and rougher.
:arrow: Mountains have a black colour now.
:arrow: treasure's are added near the dangerous angry predator's.
:arrow: Vulcano in the middle has now a smaller crater.
:arrow: fixed some plateau's.

hope you'll enjoy. :mrgreen:

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 Post subject: Re: Map: Apobus
PostPosted: Sat Nov 14, 2009 21:44 pm 
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Jmaster888 wrote:
Seas is not availble but you have my permission to make it seas mod comptible. :wink: .


Do you think I need a permission to change freeware? (But I doesn't change if you really wouldn't ;) )

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 Post subject: Re: Map: 'Apobus'
PostPosted: Sat Nov 14, 2009 22:09 pm 
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Now it's better. ;)

But I found another few mistakes.. sorry.^^

The baryonyx' nest is bugged, it spawns lots of baby baryonyx when the game begins.
When foots of mountains consist of plateaus, the transition is a little bit unrealistic. It's better to first make a.. how to say.. I show you what I mean:

Attachment:
scr_20091114_220653.jpg
scr_20091114_220653.jpg [ 154.06 KiB | Viewed 8113 times ]


To make it less abrupt.

The rest looks fine to me. :)

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 Post subject: Re: Map: 'Apobus'
PostPosted: Sat Nov 14, 2009 22:15 pm 
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!New Version is out!
Changelog 1.5:
:arrow: baryonyx problem solved
:arrow: made the plains and plateaus rougher
:arrow: made the mountains better fit with plateaus
:arrow: made some basalt plains
if you have found some bugs or have a suggestion plz report it :D

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 Post subject: Re: Map: 'Apobus'
PostPosted: Sun Nov 15, 2009 15:36 pm 
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sorry for the double post but how do you place smoke? everytime i want to place smoke it is invisible. :?

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 Post subject: Re: Map: 'Apobus'
PostPosted: Sun Nov 15, 2009 15:42 pm 
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Go to Tools -> Sequence editor -> New -> Story -> Play

Then you have one minute of sequence effects visible. You can then see smoke, waterfalls etc...

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 Post subject: Re: Map: 'Apobus'
PostPosted: Sun Nov 15, 2009 15:44 pm 
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Try this: place the smoke and then look under tools/sequence editor

then make a new sequenz and start it (you need no changes)

All Objekts become animatet :)

sorry, Scrat was a little bit faster :(

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 Post subject: Re: Map: 'Apobus'
PostPosted: Sun Nov 15, 2009 17:43 pm 
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Yes, but one minute is not much! No Problem: On the left bottom is a Button that becomes a circle if you click on it. It lets the Seq-Editor repeat the sequence infinitively..

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 Post subject: Re: Map: 'Apobus'
PostPosted: Sun Nov 15, 2009 17:58 pm 
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You can also keep the control panel (under the option 'Sequence editor') open and control the sequences from there. The play-repeat-button stays the same, but it's easier to control. Sometimes you need to switch sequences off as painting terrain takes very much longer with running sequences.

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 Post subject: Re: Map: 'Apobus'
PostPosted: Sun Nov 15, 2009 19:37 pm 
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i try it and i love it :mrgreen: but enable the seas ^^ rank: 8/10

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Code:
Kharg: I'll go to Nottingham on Monday for a 15 days trip! :D
AyCe: Make some screenshots!


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 Post subject: Re: Map: 'Apobus'
PostPosted: Sun Nov 15, 2009 20:50 pm 
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I enable SEAS next weekend. Or overnext Weekend. Or the weekend after that...

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 Post subject: Re: Map: 'Apobus'
PostPosted: Sun Nov 15, 2009 23:03 pm 
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BUG: units can't exit from HQ1

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Code:
Kharg: I'll go to Nottingham on Monday for a 15 days trip! :D
AyCe: Make some screenshots!


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 Post subject: Re: Map: 'Apobus'
PostPosted: Mon Nov 16, 2009 16:53 pm 
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the normal version or the seas modified version? becouse in the normal one all my units can exit hq 1 :|

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 Post subject: Re: Map: 'Apobus'
PostPosted: Mon Nov 16, 2009 17:08 pm 
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i try the normal version

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• Creator of the: • Current Projects:
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Code:
Kharg: I'll go to Nottingham on Monday for a 15 days trip! :D
AyCe: Make some screenshots!


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 Post subject: Re: Map: 'Apobus'
PostPosted: Mon Nov 16, 2009 17:15 pm 
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becouse i don't like it when one of my downloads doesn't work good in an other guy's game i tried to repair it so i hope you can leave hq 1 now.
!New Version!
changelog:
:arrow: fixed hq 1 exit.
:arrow: deleted a skeleton that prevented you to build a harbor near hq 1.

hope everything works fine now i am sorry for the problem i hope you try my file again. :mrgreen:

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 Post subject: Re: Map: 'Apobus'
PostPosted: Mon Nov 16, 2009 17:22 pm 
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ok thank you, i try it now ^^

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Code:
Kharg: I'll go to Nottingham on Monday for a 15 days trip! :D
AyCe: Make some screenshots!


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 Post subject: Re: Map: 'Apobus'
PostPosted: Tue Nov 17, 2009 20:29 pm 
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My new map is nearly ready it only needs some animals, trees, recources and some small details. i think i will release it end this week. 8)
Little Sneak Peak of my map:
Players: 4
Climate zone: Icewaste
Screens:
Image

Image

Image

hope you guys like it :mrgreen:
Cheers

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 Post subject: Re: Map: 'Apobus'
PostPosted: Tue Nov 17, 2009 20:51 pm 
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The new map seem awesome ^^ i find another bug in first map: unit can't go there: Image and you should make HQ 3 entrance bigger ^^

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Code:
Kharg: I'll go to Nottingham on Monday for a 15 days trip! :D
AyCe: Make some screenshots!


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 Post subject: Re: Map: 'Apobus'
PostPosted: Tue Nov 17, 2009 21:28 pm 
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BTW: For screenshots you can remove the UserInterface with BACKSPACE, works in game and in the editor! ;)

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