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Winter Mapmaking Contest

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Date Editor Before After
12/19/2018 5:05:44 PMEErankAdminAnarchid before revert after revert
12/19/2018 12:30:52 PMEErankAdminAnarchid before revert after revert
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12/19/2018 11:56:28 AMEErankAdminAnarchid before revert after revert
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Before After
1 Aaaand @Manu12 takes the lead! :D 1 Aaaand @Manu12 takes the lead! :D
2 \n 2 \n
3 There are some ideas i can drop off right here; i have too many ideas for myself anyway. 3 There are some ideas i can drop off right here; i have too many ideas for myself anyway.
4 \n 4 \n
5 1) Tangled Isthmus, but significantly larger (longer rush distance), and with all mexes accessible via fords (depth -6..-8, so ground units can move) and with flat islands on the sides. Generally Tangled is a "split personality" map with hard lanes; i imagine it redone as a properly mixed, non-cheese map. 5 1) Tangled Isthmus, but significantly larger (longer rush distance), and with all mexes accessible via fords (depth -6..-8, so ground units can move) and with flat islands on the sides. Generally Tangled is a "split personality" map with hard lanes; i imagine it redone as a properly mixed, non-cheese map.
6 \n 6 \n
7 2) Same treatment applied to Finn's Revenge. Connect islands with fords, bring them closer, make the beach crossings in the middle ship-pathable (-6 again), add a few extra paths for ground units, make sure the beaches are all hover-pathable. Maybe add some spider cliffs. Maybe make much of the middle lake shallow. 7 2) Same treatment applied to Finn's Revenge. Connect islands with fords, bring them closer, make the beach crossings in the middle ship-pathable (-6 again), add a few extra paths for ground units, make sure the beaches are all hover-pathable. Maybe add some spider cliffs. Maybe make much of the middle lake shallow.
8 \n 8 \n
9 3) @Jasper suggests remaking Arctic Crossing. It's a very cliffy sea map, which could be interesting if. Guess what. The cliffs were connected via shallows, making it a sea vs spiders map. 9 3) @Jasper suggests remaking Arctic Pass. It's a very cliffy sea map, which could be interesting if. Guess what. The cliffs were connected via shallows, making it a sea vs spiders map.
10 \n 10 \n
11 4) More Wesnoth maps! 11 4) More Wesnoth maps!
12 Thornford is secretly a reimagining of Wesnoth's map called [url=https://forums.wesnoth.org/download/file.php?id=80750&mode=view]Isar's Cross[/url]. There's more where it came from! 12 Thornford is secretly a reimagining of Wesnoth's map called [url=https://forums.wesnoth.org/download/file.php?id=80750&mode=view]Isar's Cross[/url]. There's more where it came from!
13 \n 13 \n
14 [spoiler] 14 [spoiler]
15 Overall i think Wesnoth is great at making mixed maps for a lot of reasons - all factions have something amphibious, there's the "ford/bridge" terrain type which lets water and land units fight as equals, many maps have water integrated in some way, but there are no completely "sea" maps in the competitive pool, etc. 15 Overall i think Wesnoth is great at making mixed maps for a lot of reasons - all factions have something amphibious, there's the "ford/bridge" terrain type which lets water and land units fight as equals, many maps have water integrated in some way, but there are no completely "sea" maps in the competitive pool, etc.
16 \n 16 \n
17 This may require some understanding of the maps and wesnoth itself, and a lot of actual thinking. You can't even really directly port them, at most you can use them as inspirations - you can see how much Thornford is really different from Isar! - but here are more Wesnoth maps which i would consider reimagining for ZK: 17 This may require some understanding of the maps and wesnoth itself, and a lot of actual thinking. You can't even really directly port them, at most you can use them as inspirations - you can see how much Thornford is really different from Isar! - but here are more Wesnoth maps which i would consider reimagining for ZK:
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19 [url=https://i.imgur.com/Tg9EIqX.jpg]Fallenstar Lake[/url] 19 [url=https://i.imgur.com/Tg9EIqX.jpg]Fallenstar Lake[/url]
20 [url=https://i.imgur.com/1DxNIIn.jpg]Caves of the Basilisk[/url] (bonus for dropping some Ronin statues) 20 [url=https://i.imgur.com/1DxNIIn.jpg]Caves of the Basilisk[/url] (bonus for dropping some Ronin statues)
21 [url=https://i.imgur.com/4fWO5rp.png]Hornshark Island[/url] 21 [url=https://i.imgur.com/4fWO5rp.png]Hornshark Island[/url]
22 \n 22 \n
23 Note how the design of most of these maps tries to dissolve domains by intermingling them - a pattern entirely opposite to lane-oriented design of Spring maps such s Delta Siege Dry and its many spiritual followers. 23 Note how the design of most of these maps tries to dissolve domains by intermingling them - a pattern entirely opposite to lane-oriented design of Spring maps such s Delta Siege Dry and its many spiritual followers.
24 \n 24 \n
25 We have spider maps, rover maps, ship maps in zk; there are no "elves maps" or "knalga maps" in competitive Wesnoth because that's boring. I would like ZK to arrive to this condition. 25 We have spider maps, rover maps, ship maps in zk; there are no "elves maps" or "knalga maps" in competitive Wesnoth because that's boring. I would like ZK to arrive to this condition.
26 [/spoiler] 26 [/spoiler]