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New Map: Arethor

Posted: Thu Sep 07, 2017 19:35 pm
by PhelX
Greetings,
damn this took longer than I expected due to lovely CTDs and other difficulties.
HOWEVER, here it is: a new 4-player Northland Map

MADE WITH THE MIRAGE MAP EDITOR AS I LOVED TO MAKE USE OF ITS ADVANCED FEATURES! IF YOU DON'T USE MIRAGE DOWNLOAD THE BOOSTERPACK-VARIANT BUT THE BP IS ESSENTIAL FOR THE MAP TO WORK - NEVERTHELESS USE MIRAGE FOR GREATER COMPATIBILITY AND AN OVERALL BETTER GAMEPLAY-EXPERIENCE !

Have fun !

PS: as always bug reports and recommendations are highly appreciated :D

Some Screenshots (rather bad and boring :/)
scr_20170907_202145.jpg
scr_20170907_201531.jpg
scr_20170907_201411.jpg

Re: New Map: Arethor

Posted: Fri Sep 08, 2017 11:58 am
by Scrat
looks really good!

Re: New Map: Arethor

Posted: Tue Sep 12, 2017 0:35 am
by Marcusaralius76
I like it. The large carnivores on one side don't move. Might want to look into that.

Also, a pretty good picture from the map. http://imgur.com/gallery/Y5Fr5

Might be doing a video on this one.

Re: New Map: Arethor

Posted: Tue Sep 12, 2017 17:29 pm
by PhelX
Wow, that's what I call constructive criticism :D
Thank you very much for pointing out these flaws with the Giganotos and rather silly AI.
However theres nothing I can do about this AI, I believe it relates to the AI-Level in the Session-Settings and an overall badly structured map. So I will certainly improve on the strategic layout already when creating my following maps :D

I will definetely will look in to the Gigas, because they are supposed to move, and so they do in my game
Second the larger building place for harbors was accidentally blocked by some entities, so there was never enough space for another one (shame on me)

PS: Great Review and thanks for the good rating
I am a Guy and my name is PhelX not PhleX :P

Re: New Map: Arethor

Posted: Tue Sep 12, 2017 22:21 pm
by Scrat
Dinosaurs not moving could be because their nests are outside their action areas..?

Re: New Map: Arethor

Posted: Tue Sep 12, 2017 23:57 pm
by PhelX
No this is definetely not the case :/
Anyway I reworked the action and safe areas, the reworked version with multiple harbors on most eastern position is in the edited main post

Re: New Map: Arethor

Posted: Wed Sep 13, 2017 23:16 pm
by AnthonyCole
Looks gorgeous! :D


Hey, just asking, does the BP version have a different ingame name than the Mirage one? I would like to include it in a new version of the mappack and that would make it easier to tell them apart.

What exactly is different between those versions?

Are you patching both?

Re: New Map: Arethor

Posted: Fri Sep 15, 2017 8:41 am
by PhelX
Totally forgot about that, it's fixed now, the Boosterpack version has an additional "BP" ingame

It's mainly due to the compatibility problems many players encountered on my older maps - Henry said it might be a problem that I was using the MIRAGE-Editor
Now I upload versions loaded, saved and idiobjected in the normal SDK an the one MIRAGE comes with. Another difference is the inclusion of a Nothosaurus in the MIRAGE one. Tje Boosterpack of course is needed in both cases because there are Giganotos :D

Re: New Map: Arethor

Posted: Fri Sep 15, 2017 10:47 am
by AnthonyCole
Okay, thanks for the explanation!

Re: New Map: Arethor

Posted: Wed Nov 08, 2017 18:41 pm
by MrMorgana
PhelX. the map is great. Lately we are playing on this with Anakey against the AI, and its really one of the best maps in the last few years.
The only thing that should be changed are the beaches. At HQ 1 i can't place dustrider harbour or seas carrier, and seas carrier can't be placed at HQ 4 location's beach

Re: New Map: Arethor

Posted: Wed Nov 22, 2017 14:03 pm
by PhelX
Okay nevermind, actually found time and corrrected it, the harbors you mentioned are now constructable

Re: New Map: Arethor

Posted: Wed Nov 22, 2017 18:27 pm
by MrMorgana
ohhh, cool, you are the best xD
its actually better so, landscape editing is not my strength (i may have made the beaches ugly :))