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The Woodland Realm Custom Map OUT NOW!
calsash:
Well its been a long time in the making but here it is.
I want to thank those who helped me with this map magicKoala in particular :)
The Video clip for the map is also with it being the entrance to the woodland realm which did the best in my survey. Please check that out would be a great to know people you guys watched it, the download link is also available from the youtube clip.
I hope you all enjoy the map and look forward to hearing your feedback.
YOUTUBE LINK: https://youtu.be/tu00JlP3PEU
DOWNLOAD LINK: https://www.mediafire.com/?yystlc98lso8lty (updated to 1.1 with bug fixes)
Oh and as for my next project all im going to say at this moment is that it will be a certain Homely House ;)
Also Huge shoutout to Dani The Monster for making a video on the map: https://www.youtube.com/watch?v=1bu66nJ58zM :P
Update: (OLD PHOTOS)
CragLord:
And it looks great form these pictures. ;)
Thanks again man! :) I am looking forward to this map!
Keep with your work, it is amazing so far! :)
calsash:
--- Zitat von: CragLord am 6. Dez 2015, 15:36 ---And it looks great form these pictures. ;)
Thanks again man! :) I am looking forward to this map!
Keep with your work, it is amazing so far! :)
--- Ende Zitat ---
Thank you so much CragLord :D
magickoala:
The map is looking amazing, looking forward to play it!
As for Tauriel, the Mirkwood map.ini force Tauriel to be recruitable via Outpost:
--- Code: ---;;;------------------------------------
;;; Tauriel verfügbar
;;;------------------------------------
PlayerTemplate FactionElves
Side = Elves
PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function.
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:43 G:150 B:179
;StartingBuilding = LothlorienFortress
;------------- NO STARTING UNITS FOR YOU -------
StartingUnit0 = ElvenLorienWarriorHorde ;_StartUnit
StartingUnitOffset0 = X:-70 Y:220 Z:0
StartingUnit1 = ElvenLorienWarriorHorde ;_StartUnit
StartingUnitOffset1 = X:60 Y:270 Z:0 ;250
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ObjectRingkriegStartScript
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_ELVES
SpellBook = GoodSpellBook
SpellBookMp = ElvesSpellBook_MapMirkwood
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet_MapMirkwood
DisplayName = INI:FactionElves
DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it.
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_ElfFaction Upgrade_LothlorienFaction Upgrade_AllFactionUpgrade ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero RohanFrodo_mod RohanSam_mod LothlorienRumil LothlorienHaldir LothlorienCeleborn LothlorienGaladriel LothlorienTauriel LothlorienLegolas ElvenThranduil_mod GasthausGrimbeorn
BuildableRingHeroesMP = RingHeroDummy
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
MultiSelectionPortrait = UPElvenArmy
LoadScreenMusic = Shell2MusicForLoadScreenLothlorien ;Shell2MusicForLoadScreen
End
Object LothlorienBeorningerHut
CommandSet = BeorningerHutCommandset_MapMirkwood
End
Object LothlorienOuterFortress
CommandSet = LothlorienOuterFortressCommandSet_MapMirkwood
End
Object LothlorienCastleBaseKeep
CommandSet = LothlorienCastleBaseKeepCommandSet_MapMirkwood
End
Object MirkwoodCampKeep
CommandSet = MirkwoodCampKeepCommandSet_MapMirkwood
End
ChildObject ElvesSpellBook_MapMirkwood GoodSpellBook
CommandSet = ElvesSpellBookCommandSet_MapMirkwood
ReplaceModule ModuleTag_MirkwoodWachen
Behavior = OCLSpecialPower ModuleTag_MirkwoodWachen_MapMirkwood
SpecialPowerTemplate = SpellBookMirkwoodWachen
OCL = OCL_SpawnMirkwoodWachenSummonEgg_MapMirkwood
TriggerFX = FX_ElvenAlliesSummon
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = No
RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER
RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC
End
End
End
--- Ende Code ---
But, depending on the citadel youre using, im not really sure how to add her to the list of heroes. The game usually follows the order defined on playertemplate (module changed in the map.ini code above).
As for the Watchers, you can add those to the citadel commandset and see what happen:
--- Code: ---Command_ConstructMirkwoodWächterPfadeHorde
--- Ende Code ---
Great map!
calsash:
--- Zitat von: magickoala am 6. Dez 2015, 17:03 ---The map is looking amazing, looking forward to play it!
As for Tauriel, the Mirkwood map.ini force Tauriel to be recruitable via Outpost:
--- Code: ---;;;------------------------------------
;;; Tauriel verfügbar
;;;------------------------------------
PlayerTemplate FactionElves
Side = Elves
PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function.
Evil = No
StartMoney = 0
MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
PreferredColor = R:43 G:150 B:179
;StartingBuilding = LothlorienFortress
;------------- NO STARTING UNITS FOR YOU -------
StartingUnit0 = ElvenLorienWarriorHorde ;_StartUnit
StartingUnitOffset0 = X:-70 Y:220 Z:0
StartingUnit1 = ElvenLorienWarriorHorde ;_StartUnit
StartingUnitOffset1 = X:60 Y:270 Z:0 ;250
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ElvenLorienWarriorHorde
StartingUnitTacticalWOTR = ObjectRingkriegStartScript
IntrinsicSciences = SCIENCE_GOOD
IntrinsicSciencesMP = SCIENCE_ELVES
SpellBook = GoodSpellBook
SpellBookMp = ElvesSpellBook_MapMirkwood
PurchaseScienceCommandSet = GoodSpellStoreCommandSet
PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet_MapMirkwood
DisplayName = INI:FactionElves
DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it.
BeaconName = MultiplayerBeacon
LightPointsUpSound = GondorLightPointsUp
ObjectiveAddedSound = Gui_MissionObjectiveNew
ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
InitialUpgrades = Upgrade_ElfFaction Upgrade_LothlorienFaction Upgrade_AllFactionUpgrade ; Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
// attached to the first two buttons in the command set.
BuildableHeroesMP = CreateAHero RohanFrodo_mod RohanSam_mod LothlorienRumil LothlorienHaldir LothlorienCeleborn LothlorienGaladriel LothlorienTauriel LothlorienLegolas ElvenThranduil_mod GasthausGrimbeorn
BuildableRingHeroesMP = RingHeroDummy
SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower
SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower
ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER
ResourceModifierValues = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
MultiSelectionPortrait = UPElvenArmy
LoadScreenMusic = Shell2MusicForLoadScreenLothlorien ;Shell2MusicForLoadScreen
End
Object LothlorienBeorningerHut
CommandSet = BeorningerHutCommandset_MapMirkwood
End
Object LothlorienOuterFortress
CommandSet = LothlorienOuterFortressCommandSet_MapMirkwood
End
Object LothlorienCastleBaseKeep
CommandSet = LothlorienCastleBaseKeepCommandSet_MapMirkwood
End
Object MirkwoodCampKeep
CommandSet = MirkwoodCampKeepCommandSet_MapMirkwood
End
ChildObject ElvesSpellBook_MapMirkwood GoodSpellBook
CommandSet = ElvesSpellBookCommandSet_MapMirkwood
ReplaceModule ModuleTag_MirkwoodWachen
Behavior = OCLSpecialPower ModuleTag_MirkwoodWachen_MapMirkwood
SpecialPowerTemplate = SpellBookMirkwoodWachen
OCL = OCL_SpawnMirkwoodWachenSummonEgg_MapMirkwood
TriggerFX = FX_ElvenAlliesSummon
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = No
RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER
RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC
End
End
End
--- Ende Code ---
But, depending on the citadel youre using, im not really sure how to add her to the list of heroes. The game usually follows the order defined on playertemplate (module changed in the map.ini code above).
As for the Watchers, you can add those to the citadel commandset and see what happen:
--- Code: ---Command_ConstructMirkwoodWächterPfadeHorde
--- Ende Code ---
Great map!
--- Ende Zitat ---
How Do i add in the codes haha, and thank you for letting me know :)
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