Map with scaled resources depend on players amount

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Map with scaled resources depend on players amount

Postby ozonex » 05 Dec 2014, 20:42

Hi

I just created for test map that dynamically scale resources depend on number of players. I know, there was few maps that connected mex spots to players. But here I wanted to make little bit more.

Idea was to make map that is similar to Water of isis, but its more dynamic in play. Because water of isis has many versions (2v2, 3v3, 4v4, 5v5 and 6v6) i decide to try support it from 1v1 to 4v4 with resource balance like in all this versions. Main difference are more mexes and additional hydro if there is 2 players in same corner. So I scripted that if there are 2 players in same corner, than there are additional mex and hydro.
Also folder with downloaded maps and mods takes many space on hard disc.

In next map I want to try make players spots change positions depend on amount in same spot. Don't know if this is possible, but first I need to try.
Main problem of this kind of maps is that in lobby it shows always X/8 and players can ignore it because they don't want to play 4v4.

What do you think about working more on this kind of maps?

Egzample with 1v1 game
Image


And 4v4 game
Image
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Re: Map with scaled resources depend on players amount

Postby nine2 » 06 Dec 2014, 05:19

cool.
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Re: Map with scaled resources depend on players amount

Postby da_monstr » 06 Dec 2014, 12:57

This gets the official "da_monstr seal of approval".
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Re: Map with scaled resources depend on players amount

Postby Aurion » 06 Dec 2014, 13:36

Every map should have this.
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Re: Map with scaled resources depend on players amount

Postby Crotalus » 06 Dec 2014, 15:19

I endorse this.
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Re: Map with scaled resources depend on players amount

Postby Lionhardt » 06 Dec 2014, 15:31

I foresee a bright and joyous future without duplicate maps just differing in player count!

How hard is your script to apply to other maps?
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Re: Map with scaled resources depend on players amount

Postby ozonex » 06 Dec 2014, 16:35

Lionhardt wrote:I foresee a bright and joyous future without duplicate maps just differing in player count!

How hard is your script to apply to other maps?

Very easy. Just copy code from script.lua file.


And also, in save file for mexes and hydro you need to add:

X - first army numer (from 1 to 8)
Y - second army numer (from 1 to 8)

To connect with one player: for 'ARMY_1' it spawns it only when there is player in spot 1. This is an old script, and was already used in many maps.
Code: Select all
['SpawnWithArmy'] = STRING( 'ARMY_X' ),


To connect with to players: Script is for strings eg. 'ARMY_12' spanws it only, when there is player in spot 1 and 2. Right now its not supporting more than 8 players. Maybe someone that is better in LUA will help me how to do it better. I think that i used groups (1,2), (3,4), (5,6) and (7,8) is also bad.For ranked maps spot 1 and 2 need to be on other sides, so it should be like (1,5), (3, 7), (2,6) and (4, 8)
Code: Select all
['SpawnWithArmy'] = STRING( 'ARMY_XY' ),
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Re: Map with scaled resources depend on players amount

Postby Krapougnak » 07 Dec 2014, 09:18

Hi,

How is this different from the "Adaptative Ressources Spots" mod from Scrontch+C14 that removes resource spots around non-occupied spawn points ?
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Re: Map with scaled resources depend on players amount

Postby ozonex » 07 Dec 2014, 10:44

Krapougnak wrote:Hi,

How is this different from the "Adaptative Ressources Spots" mod from Scrontch+C14 that removes resource spots around non-occupied spawn points ?


Because it add/removes additional resources when there are 2 players in same corner. Also this is not a mod, but map itself.
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Re: Map with scaled resources depend on players amount

Postby IceDreamer » 08 Dec 2014, 18:44

This is fantastic, and even the resource thing aside, this looks like a great advance on the waters of isis format :D
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