Re: Maps for Capture the Flag mega-topic
Posted: Fri Nov 09, 2018 16:38
Hopefully fixed version of Desert Spikes (3)
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I have to agree with Stix the IceAge map needs more content or just replaced altogether.Stix wrote:Hope this isn't offtopic but maybe the IceAge map should be replaced with a more unique snowy map, as there is almost no ore to mine to make swords and gameplay end up being boring with just some repeating glacier plains and a mole-hill in between; a lot of players complain about this map (no offense to the author).
Added https://github.com/MT-CTF/maps/commit/8 ... aa37892ae5Minetest Sam wrote:Hopefully fixed version of Desert Spikes (3)
rubenwardy wrote:Added https://github.com/MT-CTF/maps/commit/8 ... aa37892ae5Minetest Sam wrote:Hopefully fixed version of Desert Spikes (3)
rubenwardy wrote:Added https://github.com/MT-CTF/maps/commit/8 ... aa37892ae5Minetest Sam wrote:Hopefully fixed version of Desert Spikes (3)
Lava = lagggggRaider4 wrote:Maybe make the square look more natural? Add like small caves on the sides, break around the edges, get rid of the water and add a layer of lava at the bottom.
Only flowing lava causes lag, and the water gives the person access to the surface below and would ruin the lavacautiouspotato wrote:Lava = lagggggRaider4 wrote:Maybe make the square look more natural? Add like small caves on the sides, break around the edges, get rid of the water and add a layer of lava at the bottom.
and why do you want to remove the water, i think its nice to have
Code: Select all
name = Plain battle
rotation = z
r = 110
h = 140
team.2 = blue
team.2.color = blue
team.2.pos = (6,1,-103)
team.1 = red
team.1.color = red
team.1.pos = (6,1,103)
author = -sniper-
initial_stuff = default:pick_wood, default:sword_stone, default:torch 5
I did this and made some changes on my map. Then I uded command "//mtschemcreate <file name>" to save changed map (to .mts).Gael de Sailly wrote:ANAND wrote:General question - how do I load and 'play' in the submitted maps?
- Create a world using "singlenode" mapgen. Enable worldedit.
- Go in the world directory, create a directory named "schems", and place the mts file inside.
- Start the game, enable fly (there is no ground in singlenode mapgen)
- Do "//1" to set the position where you will generate the map
- Do "//mtschemplace yourschematic" (where yourschematic is the name of the mts file without ".mts")
Unfortunately, there no other way to edit existing schems at the moment, but it should be possible in the near future.Any better way to edit maps when they are already exported to .mts file?
I forgot to copy some keys :). I edited my post.ANAND wrote: There are a lot of missing keys in the .conf file. Are you using the latest version of the `ctf_map` mod? There have been a number of major updates to it in the recent weeks.
Ok cool. All the keys are present now. Just make sure to remove the spaces after the commas in the initiat_stuff line, so that it looks like so:-sniper- wrote:I forgot to copy some keys :). I edited my post.
I have just updated ctf_map mod. Thanks
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initial_stuff = default:pick_wood,default:sword_stone,default:torch 5
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name = River valley
r = 115
rotation = z
h = 140
team.1 = red
team.1.color = red
team.1.pos = (19,19,81)
team.2 = blue
team.2.color = blue
team.2.pos = (-1,11,-103)
author = -sniper-
initial_stuff = default:pick_wood,default:sword_stone,default:torch 3
Wow this map is amazing! One issue though: could you please change the starter items so there a stone pick instead of a crappy wood one?-sniper- wrote:Hello
I made new map. it's called River valley. It has some hills, valleys and some rivers. There is a big island with no trees in the middle. You spawn with stone sword, wooden pick and 3 torches. I tested map in CTF game and made some screenshots:Spoiler
Code: Select all
name = River valley r = 115 rotation = z h = 140 team.1 = red team.1.color = red team.1.pos = (19,19,81) team.2 = blue team.2.color = blue team.2.pos = (-1,11,-103) author = -sniper- initial_stuff = default:pick_wood,default:sword_stone,default:torch 3
From this comment, I'm assuming a void wouldn't kill them (unless the mod were changed), and lav would kill them, but requires lots of rendering (unless we made a special lava liquid with a single colour and removed animations). Would it be possible though to have a floor and fall damage kill the player? Or would network lag and unloaded mapblocks prevent the player from dying? I wonder if having an instant-kill node could be added to the node, this wouldn't much performance issues AFAIK.ANAND wrote:Queued to the list of maps to be reviewed! This will be a very interesting map to play on.xerox123 wrote:Hey all!
Made a new map, inspired by SkyWars. Consists of lots of small islands and some trees, build across the map to reach the enemy!
ANAND helped me out a lot with the barriers and stuff, thank you!
Download the map here: http://0x0.st/sjn_.zip
I submitted a similar map but lacked the time and patience, and ended up with a dull, boring, monotonous map with inverted pyramids; but I sure did learn a lot about WE while working with that map though, there's that.
For those wondering about the inclusion of a lava lake: While the lava doesn't fit with the green floating islands theme, that's the only way to bring back the fallen players to their base. The lake's 6 nodes deep, meaning that it's near impossible to build quick 1x1 towers from the lake bed.
It isn't really void on the bottom - the map will be enclosed by barriers on all sides, and players would fall on the barrier node. But if they don't die for some reason, it's impossible to get back up unless they commit suicide by /killme. Hence the addition of lava. But if you're not too happy with lava, you could just allow players to climb back up by providing ladders, stairs, etc.I'm assuming a void wouldn't kill them