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 Ultimate TAK map pack

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PostSubject: Ultimate TAK map pack   Wed Jan 08, 2014 4:59 pm

Under construction. More spam soon, any input or aid is welcome.

Shortly, maps are either script ON or OFF.

If ON:
Spoiler:
 
If OFF:
Quote :
Then you gotta know if Rsl is ON or OFF:
If ON:
Spoiler:
 

If OFF:
Spoiler:
 

Hopefully when it's done, map's name/description could also suggest the type of map to be played (consider mana, start positions, features, etc) to increase variety in the type of games.




Example of naming system:
Quote :
1v1 name
,r4 name
,r2468 name
,s2 name
,s3[CoA2.0] name
,r3 name
,r7 name
2v2 ,x name
3v3 ,xy name
4v4 ,xyz name

,r means rsl is on, and its subsequent number(s) describe the number of players. For example blood hunters would be ,r2468 (although 6p and 8p are often unbalanced, well 2p and 4p can be unbalanced too, with guy(s) on top).

Maybe maps (and scripts) creation can be easier if it's easier to browse them. Ah, also "name" could rather be informative towards the map's characteristics.

Then when updating the UTMP you just put a number after it. UTMP1, UTMP2, UTMP3. If you upload maps, please use the naming/rules system of the pack, then they can be included in next versions. Or just upload the map and let people familizared with the UTMP add it.


When all this is done, descriptions (brief if possible), posts anywhere possible, and even videos, would help make it something obvious (like the current "!" thing). Suggestions about anything welcome too.



alienalienalienalienalienalienalienalien

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PostSubject: Re: Ultimate TAK map pack   Wed Jan 08, 2014 5:30 pm

you input cd/dc maps Very Happy? (most of them i would say are FFA, or "WTF is this?" ) (or like angvirs maze can have many settings (1v1,2v2,3v3,4v4,ffa)

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PostSubject: Re: Ultimate TAK map pack   Wed Jan 08, 2014 5:58 pm

Not gonna rename them I guess. Someone should make a separate database about maps =D


Ah,
Quote :
For last, it's interesting if the players could always predict the opponent's team position (in rsl off) without having to remember it or check cartographer. For this, an idea is to always make the teams linear, always left towards right, and bottom towards top. That means many maps will have to be edited, so you can see what makes it annoying to finish the map pack - plus the naming system, for easy browsing, picking and also to faciliate creation of different types of maps.
Example:



2 † 5 † 6


1 † 3 † 4




or


6 † † † †5

4 † † † †3

1 † † † †2

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PostSubject: Re: Ultimate TAK map pack   Fri Jan 17, 2014 7:26 pm

"UTMP soon":
Quote :
Had an idea. Instead of finishing huge map pack, I'll just make small UTMP but covering all possibilities, with strong naming and rules so anyone can browse and make maps easier (or edit the existent ones and add to utmp). Then as more maps are done/rename/adapted, we can have UTMP1, UTMP2, UTMP3, etc.

For example, Bob can upload maps he created (or adapted through edit and rename) that aren't in UTMPx already, then the guy who releases the next UTMP add to it. It can become really big, while leaving smaller versions. For example it can be put in http://www.alltakdownloads.6te.net then show different versions for those who want less or more maps, such as UTMP1, UTMP4, UTMP12.

More soon (rules, maps, etc).

This way you can even quickly create maps considering the players that are around or in your GR room. Even better for those with script creating skills (not me, but I'll probably be more interested after the utmp).

This way the utmp can have contributions over time, for example someone takes a bunch of 2v2 maps and adapt them (start positions, name, etc) to utmp standards. Then utmp becomes bigger, and eventually available for download in a version UTMPx+1.

Now how to avoid repeated maps with different names? Release updated UTMP as often as possible, maybe have pic of every map (or its minimap) or something. But looks like it can make things harder. Difficult to remember all maps (that's why informative map name can be important). Maybe always add the world of the map in the maps name, such as

1v1 zhon xxxx
3v3 ,34 aramon xxxx

Yea, looks fair.


Ideas/comments welcome.

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PostSubject: Re: Ultimate TAK map pack   Sat Jan 18, 2014 7:01 pm

world desing, hmm i think its not that much important (zhon creon aramon veruna cave taros and something else)

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PostSubject: Re: Ultimate TAK map pack   Sun Jan 19, 2014 8:58 am

The above suggestions are actually really good. I may start using it for my maps. Wink
However, it may needs an even bigger discussion and the approval of more community members.
What about a poll?
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PostSubject: Re: Ultimate TAK map pack   Sun Jan 19, 2014 9:28 am

i think do whatever you want to do (and i think you will do automatically the best or almost the best way of solving that problem)
don't use democracy, many people still don't know what mean "4v4 !2!4!8" etc (so why they should vote xD)

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PostSubject: Re: Ultimate TAK map pack   Sun Jan 19, 2014 1:14 pm

will probably be up soon for download, and it will be a small pack.

myself particuarly, i'll move out of c:\cavedog\kingdoms\maps all my current maps and just use this naming/rules map system from now on. anyone can still use their maps, but for my own convenience i'll just remember to delete maps that don't use balanced system and convenient naming. i have more stuff elaborate elsewhere, but i'll just paste here some of the advantages:

1. easier to browse maps, and different types of maps
2. more balanced rules, and easier hosting
3. people can always know where everyone is when rsl is off, without having to remember or check cartographer
4. easier to create new maps
5. utmp can get bigger over time with aid of anyone
6. motivates scripts
7. easier to play with players that join room, and different types of games
8. etc

it's not gonna be forced on anyone, but it's smart system and anyone who likes to play tak and different types of games easier, and not waste time picking map, will probably use it eventually for creating/adapting maps


Quote :
world desing, hmm i think its not that much important (zhon creon aramon veruna cave taros and something else)
how else can u identify easier maps that were repeated? and i mean consider a huge list of maps. it's also good tip on the map's characteristics

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PostSubject: Re: Ultimate TAK map pack   Sun Jan 19, 2014 2:54 pm

I think its not good to know the enemy start spots, whats the use of birds then? (in beginning)

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PostSubject: Re: Ultimate TAK map pack   Sun Jan 19, 2014 4:11 pm

I agree, but if random start locations are off then you can know the start of enemys (remembering, or using cartographer). But it's more about host being in bottom, unless bottom is better, when rsl is off.

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PostSubject: Re: Ultimate TAK map pack   Sun Jan 19, 2014 4:38 pm

Quote :
Quote :
world desing, hmm i think its not that much important (zhon creon aramon veruna cave taros and something else)
how else can u identify easier maps that were repeated? and i mean consider a huge list of maps. it's also good tip on the map's characteristics

ohh, didn't understand nvm, right its easier to find same maps with that in name

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PostSubject: Re: Ultimate TAK map pack   Thu Feb 20, 2014 4:42 pm

Btw I could have made the posts shorter, but I just didn't bother. Razz

Spoiler:
 

Yet to find comprehensive solution. Either way it's unlikely that you'll see news about this one in a while, but you never know. Main reason is that, rather than playing, people are more interested in status and bullshit (even those who can't even afford to play, or sometimes pretend they can't; they would still play though, but losing isn't fun). Still the UTMP would be useful, just not worth for me doing it, since it's mainly a solution for team games (although it helps other types of games too), and I engage less on those ones recently.

Still, it's a possibility for one day.

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