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Xanthe Terra (Remake) - v01

By Forboding Angel
Rating:

Size: 14 x 14

PLAY ON THIS MAP


Downloads: 2
Manual downloads:
http://spring1.admin-box.com/maps/xanthe_terra__remake__-_v01.sd7
http://springfiles.zebar.de/maps/xanthe_terra__remake__-_v01.sd7
http://api.springfiles.com/files/maps/xanthe_terra__remake__-_v01.sd7


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Please remove the "Silly" thing from this map. There is nothing silly about it.
+0 / -0


9 years ago
Silly is a catch-all tag for anything admins don't want to appear in rotation on autohosts. Non-silly maps with this tag is a common occurrence unfortunately.

With that said that metal map looks potentially problematic with our mex system, have you tested with zk?
+0 / -0
It works fine. Evo uses the same mex detection that ZK does.
+0 / -0
Having loaded it up in ZK and had a look, some of the closer-together mex points do get combined.

The cliffs are mostly not bot-pathable but the rest of the map is fairly flat and large.

tl;dr I think this would be a frusturating map to play ZK on. (Which is unsuprising considering that wasn't necessarily part of the design criteria.)
+0 / -0
In that respect it is exactly the same as the original Xantheterra. I didn't change the metal map at all. This map is a cult classic/favorite, so I made it better without altering the gameplay (other than the stupid typemap).
+0 / -0
Skasi
quote:
This map is a cult classic/favorite

Pretty sure that's not true in ZK. It's playable, but I expect people to !map it away most of the time. That said it doesn't have any "special features" so wouldn't qualify as "silly".

quote:
It works fine. Evo uses the same mex detection that ZK does.

That depends on your definition of "fine". It's probably "acceptable", yes, but there are plenty of errors in metal detection. About half the metal spots are missing/merged. Just compare the two:


+0 / -0

9 years ago
Making it non-silly and supported sounds good.

Not sure about featured, it looks like a boring comet clone except with annoying terrain.
+1 / -0
quote:
it looks like a boring comet clone except with annoying terrain.
ding ding ding, there is the winner.
Cliffs have random mix of pathable or not pathable areas. With lots of goodwill many years ago the original was 'okayish', but now much better maps exist and such terrain is not up to standards.
Of original map exist handful of versions (for ex http://zero-k.info/Maps/Detail/7963) but for good reasons none of them get played anymore.

Map requires springfeatures archive, but does not use any features.
Not even the geos of original.

Map contains a fog-script gui_dualfog_gadget.lua which might or might not lag on some computers.
But one can just use mapoptions to turn it off, right?
No, because:
1) zero-K does not support mapoptions.
2) map has no entries in mapoptions.lua
3) this:
quote:

if (Spring.GetMapOptions().fog == "1") then
enabled = true
else
enabled = true
end



quote:
It works fine. Evo uses the same mex detection that ZK does.

quote:
That depends on your definition of "fine".
I loled.

In zero-K there is https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/mex_spot_finder.lua
In evolutionRTS there is file with same name: https://github.com/EvolutionRTS/Evolution-RTS/blob/master/LuaRules/Gadgets/mex_spot_finder.lua
However the evolution version is:
-different
-commented out (it does nothing)
Instead there is this file:
https://github.com/EvolutionRTS/Evolution-RTS/blob/master/LuaRules/Gadgets/mexes.lua which is yet again different.
I did not look if the actual algorythm is different but it does not detect all spots either. (With such strange metalmap that was no surprise.)


Missing audio-files:
quote:

[f=0000000] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind2.ogg
[f=0000000] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind3.ogg
[f=0000000] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind4.ogg
[f=0000000] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind5.ogg
[f=0000000] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind6.ogg
[f=0000000] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind7.ogg
[f=0000000] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind8.ogg

....which while playing cause errors messages:
quote:
...
[f=0000508] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind7.ogg
[f=0001379] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind6.ogg
[f=0002249] [Sound] Error: Unable to open audio file: LuaUI/sounds/ambient/wind8.ogg...
+1 / -0
That looks like enough to remove the supported tag. The silly tag was incorrectly applied but why did it matter whether it is tagged as silly?

I played and liked the map though. Lua mex spots would be required as well as removal of the broken map lua. Also the impact of the inconsistent cliff terrain would need reevaluation.
+1 / -0
Yes, it requires SF. Probably a good idea to just get over that.

Infolog shows me no errors like what knorke is showing in Evo or BA. I know what would cause them, but I also know that the script only looks for a single track, so I'm not sure what that is all about.

Edit: just checked, interestingly enough, those errors occur in evo only. Evo uses a custom widgets location so the player is different. I did most of my testing in BA as this is very much an old BA/*A favorite (we loved it in EE too).

@knorke
mexes.lua doesn't do what you think it does. It has one very simple purpose and that is to plop a feature on every single mex spot.

I was not aware that xanthe original had geos. I'll add them when I fix it tonight.

Evo uses ZK's algo. I was forced to switch to it because without it, a lot of shit breaks. Previously I was using carrepairer's algo, which is incredibly superior, but lacked many of the features that the ZK one had. Therefore, a switch was necessary. It was a very long and painful process and I remember it rather vividly.

At some point I'm going to toss all of that shit and have it all unified, but obviously, not today.

@googlefrog
The silly tag should probably be renamed. Silly is not a good placeholder for "Probably not good for zk". Silly should be reserved for stuff like duck, or trololololo. Better yet, you should probably use a different tag to designate maps that are not in rotation.

It should be supported, but not featured imo. If that widget you wrote forever ago still works I can make a lua mexmap for zk. When it comes down to it, it's your game and frankly, zk isn't really the target audience. The only reason I'm here is because SWL looks at the zk server for minimaps (and to my credit I told Ikinz that was a bad idea over a year ago).

This map actually works in Evo because of the way evo's tech stuff works (that said, I'm trying to focus more on StarCrafty style maps for evo).

This map was mainly just for the *A crowd because I know how much this map was loved at various points. The typemap had a bad habit of making it difficult to play on though (250% speed boost to kbots? Hell yes please!).
+0 / -0
v2 Changes:
Toned down specular on mex spots
Added lua mexmap config for non-*A games
Fixed errors when playing in EvoRTS
Added geos that were in the original in the same locations

http://springfiles.com/spring/spring-maps/xanthe-terra-remake

Can someone please register v2 for me? Thanks :-)
+0 / -0
The silly tag should not be renamed. This map should not have had the silly tag. The tags are for ZK purposes, we cannot help it if other people look at this map list and try to use it for other purposes. Not supported means "probably not good for ZK". If ZK is not the target audience then it should not be labelled as supported.

Supported means works in ZK. This includes no error spam as well as things such as sane metalmap and heightmap. A supported map is a potential candidate to become featured if we want a map rotation system. Featured means included in autohost map rotation.

I'll look at the new release once it is registered. With those things fixed it should be at least supportable.
+0 / -0
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