AOF TMX based random maps removal

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Stratego (dev)
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AOF TMX based random maps removal

Post by Stratego (dev) »

the TMX based random maps below will all be removed in next update, so if u like any of these please re-make them in mapeditor and send me to put in (as new maps)

Code: Select all

//		ml.mapNamesArr.add(Maps.getMap("greenfield_20.tmx"));
//		ml.mapNamesArr.add(Maps.getMap("mediterrain_20.tmx")); 
        //ml.mapNamesArr.add(Maps.getMap("rnd_user_perilous_realm.tmx"));
        ml.mapNamesArr.add(Maps.getMap("aof_rnd_user_perilous_realm.tmx"));
        ml.mapNamesArr.add(Maps.getMap("rnd_desert_medi_20.tmx"));
        ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_river_roads20.tmx"));
        ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_forest_river_20.tmx"));
        ml.mapNamesArr.add(Maps.getMap("rnd_user_grimhold.tmx"));
//		ml.mapNamesArr.add(Maps.getMap("lakes_20.tmx"));   
        ml.mapNamesArr.add(Maps.getMap("rnd_user_mound_battle_ground_20.tmx"));
        ml.mapNamesArr.add(Maps.getMap("aof_rnd_user_two_islands_27_30.tmx"));
        //ml.mapNamesArr.add(Maps.getMap("rnd_user_the_ruin_world_25.tmx")); wrong bridge was on it - so disqualified at 2019.07.24 - you can delete it in a few months.
        ml.mapNamesArr.add(Maps.getMap("aof_rnd_user_island_30.tmx"));
        ml.mapNamesArr.add(Maps.getMap("rnd_user_north_south_30.tmx"));
        ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_river_roads30.tmx"));
        ml.mapNamesArr.add(Maps.getMap("rnd_user_the_flood_plain.tmx"));
        ml.mapNamesArr.add(Maps.getMap("rnd_user_the_mansion_30.tmx"));
        //ml.mapNamesArr.add(Maps.getMap("rnd_user_forest_run_45.tmx")); //wrong bridge was on it - so disqualified at 2019.07.24 - you can delete it in a few months.
        ml.mapNamesArr.add(Maps.getMap("aof_rnd_user_fire_altar.tmx"));
        ml.mapNamesArr.add(Maps.getMap("rnd_user_abandoned_city_35.tmx"));
        //ml.mapNamesArr.add(Maps.getMap("rnd_user_v2_continent_bridge.tmx"));
        ml.mapNamesArr.add(Maps.getMap("aof_rnd_user_3Dv2_continent_bridge.tmx"));

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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: AOF TMX based random maps removal

Post by makazuwr32 »

there's quite a lot of good maps.
I'll try to remake at least some of them.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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Shark guy 35
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Re: AOF TMX based random maps removal

Post by Shark guy 35 »

Is the 30×30 Island map on the list? Because I like that map a lot.
"A good plan, violently executed now, is better than a perfect plan next week".
-General George S. Patton
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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: AOF TMX based random maps removal

Post by makazuwr32 »

yes 30x30 island is in the list.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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Huttensohn
Posts: 278
Joined: Sun Oct 25, 2020 8:04 am

Re: AOF TMX based random maps removal

Post by Huttensohn »

What does tmx mean?
My Name is Trior in age of Modern wars (second most multiplayer wins)
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makazuwr32
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Location: Moscow, Russia

Re: AOF TMX based random maps removal

Post by makazuwr32 »

Old format for saving maps.
Like for example for microsoft word for some time there was used format .doc and after it was changed to .docx.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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Stratego (dev)
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Posts: 15734
Joined: Fri Apr 25, 2014 9:28 pm

Re: AOF TMX based random maps removal

Post by Stratego (dev) »

these maps have been revived by Endru conversion - thanks Endru!

Code: Select all

MapIdent.addMapRandom(am, ml, "rnd_desert_medi_20.map");
MapIdent.addMapRandom(am, ml, "rnd_greenfield_20.map");
MapIdent.addMapRandom(am, ml, "rnd_lakes_20.map");
MapIdent.addMapRandom(am, ml, "rnd_mediterrain_20.map");
MapIdent.addMapRandom(am, ml, "rnd_user_3Dv2_continent_bridge.map");
MapIdent.addMapRandom(am, ml, "rnd_user_abandoned_city_35.map");
MapIdent.addMapRandom(am, ml, "rnd_user_fire_altar.map");
MapIdent.addMapRandom(am, ml, "rnd_user_grimhold.map");
MapIdent.addMapRandom(am, ml, "rnd_user_island_30.map");
MapIdent.addMapRandom(am, ml, "rnd_user_mound_battle_ground_20.map");
MapIdent.addMapRandom(am, ml, "rnd_user_north_south_30.map");
MapIdent.addMapRandom(am, ml, "rnd_user_perilous_realm.map");
MapIdent.addMapRandom(am, ml, "rnd_user_the_flood_plain.map");
MapIdent.addMapRandom(am, ml, "rnd_user_the_mansion_30.map");
MapIdent.addMapRandom(am, ml, "rnd_user_two_islands_27_30.map");
MapIdent.addMapRandom(am, ml, "rnd_user_v2_continent_bridge.map");
MapIdent.addMapRandom(am, ml, "rnd_user_v2_forest_river_20.map");
MapIdent.addMapRandom(am, ml, "rnd_user_v2_river_roads20.map");
MapIdent.addMapRandom(am, ml, "rnd_user_v2_river_roads30.map");
MapIdent.addMapRandom(am, ml, "rnd_user_v2_the_ruined_city.map");
Stratego (dev)
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Posts: 15734
Joined: Fri Apr 25, 2014 9:28 pm

Re: AOF TMX based random maps removal

Post by Stratego (dev) »

anyone checked these maps - are they ok to publish?
Stratego (dev)
Site Admin
Posts: 15734
Joined: Fri Apr 25, 2014 9:28 pm

Re: AOF TMX based random maps removal

Post by Stratego (dev) »

ok i checked all and found these problems:

please tell me which u think can go out - i think whyere i wrote "ok" can be published.

// revived tmx random maps
MapIdent.addMapRandom(am, ml, "rnd_desert_medi_20.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_greenfield_20.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_mediterrain_20.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_3Dv2_continent_bridge.map", true); //delphine and dragon corpse
MapIdent.addMapRandom(am, ml, "rnd_user_abandoned_city_35.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_fire_altar.map", true); //deers instead of rocks.
MapIdent.addMapRandom(am, ml, "rnd_user_grimhold.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_island_30.map"); // one dragon corpse but ok
MapIdent.addMapRandom(am, ml, "rnd_user_mound_battle_ground_20.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_north_south_30.map"); //few glitches on snow-grass transition but ok
MapIdent.addMapRandom(am, ml, "rnd_user_perilous_realm.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_the_flood_plain.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_the_mansion_30.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_two_islands_27_30.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_v2_forest_river_20.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_v2_river_roads20.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_v2_river_roads30.map"); //ok
MapIdent.addMapRandom(am, ml, "rnd_user_v2_the_ruined_city.map"); //ok, but deers instead of rocks.
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