Difference between revisions of "User:Rhuvaen"

From The Battle for Wesnoth Wiki
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(added borderland wars)
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These are maps using the PSEUDORANDOM WML function to apply pre-designed "Tiles" (i.e. map pieces) to a map, replacing many hexes at once. The result is still random, while the "tiles" are actually designed by hand. Sometime in version 0.9, the code was changed to use the [terrain_mask] functionality, which was a great aid here.
 
These are maps using the PSEUDORANDOM WML function to apply pre-designed "Tiles" (i.e. map pieces) to a map, replacing many hexes at once. The result is still random, while the "tiles" are actually designed by hand. Sometime in version 0.9, the code was changed to use the [terrain_mask] functionality, which was a great aid here.
  
I only made one scenario to date as a proof-of-concept, but this is definitely an idea I need to come back to!
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I only made one scenario to date as a proof-of-concept, but this is definitely an idea I need to come back to! I have already worked on a generalised tile-based map generator, and plan to use it to make a random dungeon scenario one day.
 
[http://www.wesnoth.org/forum/viewtopic.php?t=6139 Random Tiles Maps]
 
[http://www.wesnoth.org/forum/viewtopic.php?t=6139 Random Tiles Maps]
  
 
== 3. Temples and Villages and Dominions ==
 
== 3. Temples and Villages and Dominions ==
This was an attempt at altered victory conditions, specifically conquering a certain number of locations (villages and/or temples). A different gameplay from simply killing all enemy leaders. There were a number of other gimmicks, such as tunnels and temple experience awards (the latter were broken in later version of Wesnoth), but their integration wasn't perfect.
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This was an attempt at altered victory conditions, specifically conquering a certain number of locations (villages and/or temples). A different gameplay from simply killing all enemy leaders. There were a number of other gimmicks, such as tunnels and temple experience awards (the latter were broken in later version of Wesnoth), but the integration of these game elements into the whole wasn't perfect.
  
 
Here you'll find [http://www.wesnoth.org/forum/viewtopic.php?t=5105 Temples and Villages] and [http://www.wesnoth.org/forum/viewtopic.php?t=6310 Dominions]. They are pretty similar to some of [http://www.wesnoth.org/forum/viewtopic.php?t=5204 Hieronymus' Scenarios], which were developed around the same time.
 
Here you'll find [http://www.wesnoth.org/forum/viewtopic.php?t=5105 Temples and Villages] and [http://www.wesnoth.org/forum/viewtopic.php?t=6310 Dominions]. They are pretty similar to some of [http://www.wesnoth.org/forum/viewtopic.php?t=5204 Hieronymus' Scenarios], which were developed around the same time.
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== 4. Borderland Wars (version 1.0.2 - 1.2+) ==
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Temples and Villages and Dominions were decent ideas. But why not base that gameplay on the more professional maps that come with the game (and rely on my own map-making skills, though they might be half-decent)? Borderland Wars does just that - it takes standard MP maps and adds altered victory conditions and gameplay.
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A number of villages are converted into "towns" that need to be captured for victory. Leaders get reassigned after death (no kill-all-leaders victory condition).
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You'll find this at [http://www.wesnoth.org/forum/viewtopic.php?t=13631 Borderland Wars Revisited].

Revision as of 12:20, 17 March 2007

I like trying new ideas with WML for multiplayer Wesnoth, and here's a collection of links to things I've made. Many are fairly raw and could be made into something better with a lot more polish, but it takes a lot of time writing and testing the WML.

1. MP Generator Pack (version 0.8 - today)

The random generator is a clumsy tool. I was dissatisfied with the unbalanced maps of clumped terrain that I got with the packaged generator scenarios, so I made these - WML files that break and mix the terrains a bit more. Made in the 0.8 days but still working today.

As a second idea, I used tournament-style maps often found in 2v2 and 1v1 play, made a "template" from those maps specifying which terrains should get randomised and applied that template over the generator. The result is tournament maps which have their terrain randomised somewhat.

It's all in the MP Generator Pack

2. Random Tiled Maps (version 0.9 - today)

These are maps using the PSEUDORANDOM WML function to apply pre-designed "Tiles" (i.e. map pieces) to a map, replacing many hexes at once. The result is still random, while the "tiles" are actually designed by hand. Sometime in version 0.9, the code was changed to use the [terrain_mask] functionality, which was a great aid here.

I only made one scenario to date as a proof-of-concept, but this is definitely an idea I need to come back to! I have already worked on a generalised tile-based map generator, and plan to use it to make a random dungeon scenario one day. Random Tiles Maps

3. Temples and Villages and Dominions

This was an attempt at altered victory conditions, specifically conquering a certain number of locations (villages and/or temples). A different gameplay from simply killing all enemy leaders. There were a number of other gimmicks, such as tunnels and temple experience awards (the latter were broken in later version of Wesnoth), but the integration of these game elements into the whole wasn't perfect.

Here you'll find Temples and Villages and Dominions. They are pretty similar to some of Hieronymus' Scenarios, which were developed around the same time.

4. Borderland Wars (version 1.0.2 - 1.2+)

Temples and Villages and Dominions were decent ideas. But why not base that gameplay on the more professional maps that come with the game (and rely on my own map-making skills, though they might be half-decent)? Borderland Wars does just that - it takes standard MP maps and adds altered victory conditions and gameplay. A number of villages are converted into "towns" that need to be captured for victory. Leaders get reassigned after death (no kill-all-leaders victory condition).

You'll find this at Borderland Wars Revisited.