how much do these new units cost and what do they do?
you should make the map editor links show the static map instead of "not your map" - that would be useful. maybe make an option to allow "visibility" or not.
i'm still going to post my maps to the main test thread.. i'll post my 2nd map in here to viewing/critiquing
in your face, personal map
not 100% symmetrical, but close
nice
i like it
im working on one, but i dont know how long this test is going to last so i may not finish it
![]()
nice. but I think you should but the air bases closer to the starting bases
i wanted to force the "rush" factor
image to map duckpond: http://picasaweb.google.com/DuckterPepper/WeewarMaps/photo#5085683666802265618
you can go with ships first and ignore the middle, or go for the middle cities and airfields
nice duckterpepper
i was nervous about using the medic city b/c of the pro account thing
duckpond is really nice. but it should give much more credits than just 100 per base
medic city is pro? oh, ok, i get rid of that, thanks
How about this? I call it "A New World."
Edit: Map below.
why more credits? there are a couple of bases, especially if you play 2player i guess
sky: no new bases?
I was going to try them out. I want to try the aquamarine base... But I don't know where I should put it because I don't know which units it can build.
duck: if you play with only 2 people, yes

hm
if you wanted for pro members you could make that map a six player map by adding two mor areas in the top and bottom
anyway, we really need an option to search for maps, rate them, sort them (e.g. player count) and TAG them
yes, i agree
kurisu: even with only your own bases, you would get 300 per round. i dont know what the new units will cost...
I guess a lot ![]()
these maps will get out of hand, quickly. i've played quite a few games with user made maps, there will be 1000's in a couple weeks
i think something that would also be good for organizing maps is tagging ones that you play on (like the other guy made it)
yes. that is why we need EXTENSIVE options for them.
maybe the best 20 maps could be displayed first
yes, you should be able to have access to your favourite maps very quickly
will ALL maps be playable or will there be like a selection from the developers like official maps, and a category "usermaps"?
maybe use a star system for ranking maps and a search engine for level types
I think the current plan involves the later: usermaps
good maps ought to be transferred to the official maps
give the official maps a special stamp next to their name, high ranked maps a differnt mark, etc...
i don't like playing on random user maps, only a handful are really playable, fair and fun. we really need 2 different sets to seperate them
let the devs make a list of best user maps best dev maps and whatever else
problem with user maps is the evolving game.
How about let users make their own maps and submit them to the devs for them to decide which gets used in public matches. Ones that aren't selected by devs would also be playable but games on them will not count as a real game so players won't get credit for wins/losses on them.
that would make sense
how's this map?
took me forever to make it
the title is "Isles of Death"
Not bad not bad. But who would use those healing bases in the corner when they're so hard to get to?
lol
i dunno, someone with 1 health?
but of course this whole map relies on whether or not there are transport boats
Here's my updated map:

very intersting if only i had the test thingy to make my own someone invite me to a game!!!!
i don't see all of the map editor. the blank/gray map is there, but when i click on a hex/cell it says "Choose a terrain or unit first." I assume I'm not seeing places to select them from. Correct?
The terrains and units should be on the right side.
@ PeacefulBlueSky: Blue is at a disadvantage, he has 1 more desert tile than anyone else.
MoJoe: Ooopss. Thanks for noticing that.
Can't wait to test these things out to tweak them even further.
I must have missed it, but how do we play the maps we've created on the test server?
We can't yet.
Ah! Thanks.
are there any maps, besides the ones you guys have created (and hopefully i will), that have the newest units, planes and subs?
I would like to share some thoughts about making maps with you. First of all ... I really like the ones you have there. Especially the one of smoscone for it is not that symetric.
Even though symetric maps are fair in most ways, they tend to be somewhat too artificial for my taste.
On the other hand the first map posted here (SunTzu's) is so small that propably blue will win in most cases because blue can capture bases first - even with the new capturing, the bases in the middle will first be ocupied by blue.
thanks bert, I hope that you use mine
but the question is, are there transport vessels? It's hard to tell because i dunno what these new units are
So keep in mind when designing 2 player maps, that blue moves first and thereby will be able to strike first. Two possible ways to avoid this are: 1) make the distance between blue and red broad enough so red can take part in the decision were the first pixelated blood will be shed or 2) give red a minor advantage. In http://weewar.com/map/botanic2 we put the red trooper a bit to the north so red can be sure to capture the northern base - even if blue sends a raider.
No there are none yet. But keep designing islands. We're not sure how but we are trying to solve this. maybe we use jet-packed troppers or pioneers with little boats or we allow hovercrafts to capture .. I don't know yet but I am sure the maps will be usable in some way.
thanks, good to know
also, if a map that you have designed is selected for whatever purpose, is there any sort of prize involved, or is this just a beta testing?
Except for honor and fame?
in that case bert sponsors you a REAL tank which you can use for whatever purpose you have in mind
i think a pro account would be nice![]()
and likely![]()
Editor bug: I have a medium size map, med width x large height, i forget the actual number of sectors and i'm not going to count them right now
. In firefox 2.0.0.4 on a 1024x768 screen (yeah, it's the kitchen pc, not my gaming rig), i can only see this much left to right, there are no scroll bars. There are up/down scroll bars. Hope that's visible. It'son flickr at http://www.flickr.com/photos/85551667@N00/772646805 .
I am able to see the horizontal scroll bar at the bottom in IE 7.0.5370.11, but i get this.
Didn't see this posted above. When placing units, I could not find a way to remove them one at a time. All I saw was delete all units button. So maybe adding an eraser for units like u have the grey tile for terrain.
the grey tile works for units too
and as for the FF problem, I could only solve that by making the resolution on my comp to 1600 X 1200, but that may not be possible for you guys ( I have a large screen )
Madmike, the grey tile or the last green tile on the unit list should also work to erase units.
And I can also confirm what Clowntrigger sees in Firefox and IE.
somebody!! invite me to a game !!!!!!!!!!!!>:-O
Sorry darkstar, I tried.
Try asking Bert or Plasticshore directly.
I'll try
my emoticons dont work the same either
thnx dekrazee1
im in
Enjoy![]()
yay map making!!!!:D
I don't see how we can make larger maps if there is no horizontal scrollbar...
I notice that, in Opera, I get a horizontal and vertical scrollbar on an iframe-like thingie on just the map part of the editor (excluding the hex buttons on the right side).
Darkstar, you're in!?? Wait wait, if this is so then there might be a problem with inviting a player through the email method after the initial setup. Because you gave me a wrong email to start off with, I remembered that I removed that and tried your new email in the "waiting lobby" screen... Maybe it doesn't work right then.
i got one question how do i get a map onto this website without all the Xs
As for the map selection delema, I'd like to suggest there be some sort of voting system for the maps. maybe only allow people that have actually played the map to vote it up or down, and have a top 10 user created maps section.
battlecry: blue has a big advantage
on.the.run: I think you should get rid of the obstacles. they just slow the game doen and serve no real purpose
Thanks for the feedback Kurisu.
apart from that, they should be fun to play
Another map called "Juxtaposition"
HOLY MOTHER OF....!!!!
Excellent!
Sky, that map has a serious problem: you can't capture bases and you don't get any money. So that map is not really playable...
And there are no transport ships yet...
If only there was a way to build a base
Kurisu: Here's a quote from Bert.
No there are none yet. But keep designing islands. We're not sure how but we are trying to solve this. maybe we use jet-packed troppers or pioneers with little boats or we allow hovercrafts to capture .. I don't know yet but I am sure the maps will be usable in some way.
If this wasn't true, all of these naval warfare maps would be useless.
sure. but those units are not in yet.
and you still have the problem that you don't get any money
Oo I see what you're saying. The latest map I made is made specifically for the new units and nothing else because I'm basing it off water and air travel. So I don't think I'm going to change it.
it would greatly help if we knew the stats of the new units...
And here is "Land of Dragons"

Hehe. A fun map I wanted to do. I might add water all around and add in naval bases. But I think the air and land combo would be interesting.
Oh yeah. You can say I was inspired a little bit by Trogdor.![]()
That's an awesome map PeacefulBlueSky.
PBS, you are a map designing bastard. Should I go for my close base, or zerg rush for the sweet spot in the center. Oh damn you choices!
After trying to make a map playable, I now know that this still needs a bit of debugging. Don't expect to play on your maps today.... sorry for that.
it's alright. i'm having fun just playing with the editor at this point. thanks for all your hard work bert.![]()
Yet another map:
I still don't see everything that I need to see in the map editor. The selection area on the right does not show up on my screen. There is a horizontal scroll bar at the bottom of the browser window, but it scrolls to just blank space.
And there seems to be another problem that only I have: my credit/money info and the yellow email box overlaps the 7 links, "logout" thru "Re...?something?"
Any thoughts?
what browser are you using? the larger maps seem to cut off the left side (no horizontal scroll bar?) in Firefox 2.0.0.3 under Ubuntu 6.10 for me.
Microsoft Explorer 6
I'm going to test on my Windows box in a second to see if I get similar errors.
I get a whole bunch of broken images, and I don't see the selection section or other options at all in IE 6. Might be a good time to switch to Firefox.![]()
Do you think that's OK for me to do here at work? ; )
how did i know you were going to say that.
yeah, that's a bit of a problem i guess. sorry.
the testing session must be over.![]()
I just found an invite from you. Do you not have access anymore? I do...?
cool, i wish i could try...![]()
Here's one more called "Atrium "
UPDATE: see my later post for Atrium 2
To me, in Atrium it looks like shortly after the start every plaer would capture the air base of the player clockwise from them
although I suppose nothing could attack those bases on turn 1 so you could put a unit on the hex in your first turn to defend
Yeah, also the terrain they'd have to cross would be waterbase, normal base, swamp, forest, mountains, swamp, swamp. That would make all troopers travel at a glacial pace.
I am very upset by any unfairness in games, so I want my maps to be as fair as possible. Please, if anyone has any other thoughts like Super-King's, don't hesitate to shout them out.
@ luckymustard - I must have had connection issues or something. it's working now.
solid, i've dl'ed and installed firefox but no go. i think it's firewall related.
solidgoldmind: Good idea that only people that actually played on a map can vote on it.
Kurisu: If we can destroy bases, it only makes sense that we be able to build them, too... (probably at great credit/time cost)
Thanks Pistos. Building/destroying bases would be a very cool feature to have. I say make base building the same speed as base capture, and keep the events separate. For example, you would pay pay a cost for a trooper to build an uncaptured base directly adjacent to him (up to 6 possible tile locations around him), then that same trooper would be available to capture the newly created base in the next turn like normal. I hope that makes sense.![]()
I think I see what you're getting at. However, one might think that if some units are building a base, they'd build it into something they already own and have control over.
As such, we may want to raise the cost, such as needing two or three infantry units to build it, and maybe 3 turns (compared to the capture speed of 2).
hehehehe I really like Arrhenius Cypy!!
If building bases was as easy as capturing then you could just sit in a corner and build yourself a massive income
Destroying and building should be a difficult thing to accomplish (I also don't see why you would want to destroy a base when you could capture it, unless you had no infantry nearby, or it was too hard to keep a capturer alive and you already had more bases than your opponent..
Distroying/building is not favorable in my opinion. Sorry, but it seems too far a leap from the original gameplay and it might make it less fun.
New map from solidgoldmind...
NEW: Scrubs 1.5
@solidgoldmind: Worth Dying For is nice, but you need to give the poor little troopers a chance. The people who go last won't have a chance. I suggest adding one hovercraft to each side because hovercrafts can also capture bases, and maybe give blue a disadvantage. Oh, I'm not sure, but I think you have to have purple before you put in white...
thanks, i'll play around with it a bit more. i figured people would like white more than purple, but if it's out of order by color, i'll change it.
update to Worth Dying For:
Is it still possible to join in with all this beta-ing?
when I thought it was only going to last a short time like the previous one I thought it was easier to just wait for it to be fully released, but now I want in
just post your email address. someone will invite you
Wow, some of those maps are really good, the small size will make it fast and all out war seems inevitable right from the start.
Can't wait to try them out. I think that we should have a public pool of some sort so that we can test and try these maps out. And with Arrhenius, I can see why dekrazee would like it so much.
And how are you guys making more than 3 maps?
woot! mpeskett@hotmail.co.uk
hmm.. I wonder if it ever occured to the spammers to write a script combing the internet for anything matching the format "something (at) somewhere (dot) com"
delete old maps![]()
Dang, I can't do that! I wish Bert would extend the map limit.
yeah, i want to make more maps without deleting my current ones too.
guess screenshots will have to do for now.
excuse the broken images i dont know why they dont go away
Darkstar: Use Firefox. It'll fix your problem.
Here is my first map. Its call dust. I based it off one of my Battletech maps. I plan to convert all my BT maps to weewar maps.

^ That looks really interesting.
i like that one also.
New map from the mind that is solid gold:
This would be an excellent test map in my oppinion.
new version has better balance of colors... b,p,g,r,y,w
^ Is that the Death Star?!![]()
![]()
madmike: it takes forever just to reach your first base! do you really think that's a good idea?
@solidgoldmind: Sadly, I wouldn't enjoy "star wars" much because there is litte chance of ground unit battling...
Maybe if you connected the islands by a tiny bit of land?
Super-King: That's what spammers do [among many other things]. ![]()
@Cypy: i could add some land around the outer rim i guess. Any land prefference? Sand, plains, forest, mountains, or a mix of each?
or maybe make the water go around fully and put some land bridges on the inside
ok so who has done a map named "300" *raises hand.
I updated my ultra-map "Arrhenius" to make it more fair for the last three players (so they can nab an airport)... I'll get a screenshot shortly.

Through the Bog
Starting Credits: 400 suggested
Base Income: 200 credits suggested
If possible, I would like to play this map on the regular server, just take out the airports.
I tried to design this map with the intention of providing numerous options for attack vectors and strategies. I think most maps should have this quality. ![]()
And here is Arrhenius 1.5!

I have tried the map editor and think it work pretty good. I am just not good at developing maps![]()
Here is my second map its 1-4 player map.
LAKES

Also,
When i had made dust I though hovercraft could be made at a basic factory, not just in a port. Anyways, I updated dust to help with trooper movement.![]()
i like lakes and i think that more maps should be made with the new units that have an option for more players, not just 1v1.
mad, that doesn't really improve the movement![]()
sorta, more grass...
i really like lakes, its the only really good multiple player map that ive seen that isnt a rush type game
we could use a nice 6 player map to test the new units on, right?
well what about arrhenius?
thats 6
of course, we cant play it yet if thats what you mean
btw, solid I think that player 1 has too much of an edge, well because he goes first
can you handicap him at all ?
i figured that the handicap is that the other players see what he builds first and other players can counter that accordingly.
i like arrhenius, and i would love to play that one as well.![]()
i guess that is true and i wish there was a multi player map that we could play
that way we can test all strategies for all occasions
<a href="http://photobucket.com" target="_blank"><img src="http://i168.photobucket.com/albums/u199/djdarkstar187/map4.jpg" border="0" alt="Photo Sharing and Video Hosting at Photobucket"></a>
i think you mean djdarkstar's map
thank you yes its called blitzkrieg
how do i get the photo to show on this page?
I now have an actual map that I created. It's called "lilliput" and I probably won't be able to post it here as an image until Monday. I was able to create it, even though I can't on my home and work computers because they both run Explorer only (that really does seem to be the bug), because I used someone else's computer that has Firefox on it just to test it out. Very cool map editor!
The image itself? Well you have to save a copy on your computer then click the "Insert/edit image" and paste in the URL of the picture
I have another map![]()
It's called Naval Warfare
1-4 players and the technical junk is:
Starting Credits: 400
Credits per Base: 400
Map Title: Naval Warfare
here's a screen shot
suggestions anyone?
i love it. put about 3 more bases per player on land, in the corners for some ultra heavy sea battle action.![]()
oh, and the subs start out way too close to each other. might want to put them on either side of the uncaptured docks.
so how do i do it again?
Ability to rename our maps if they haven't been "published" yet would be good...
+1 for that.![]()
Let me know what you all think.
I like it. I think it is perfect!
TBH, all the "billions of bases" maps have never appealed to me. They don't recreate a full sense of war, where bases are small in number compared to units, because they cost so much to build, take time to build, and are so large, and... on and on. That's just my opinion, though.
Personally, I wouldn't choose to play on a many-base map.

we need some multiplayer maps. now that we have a chat next to who's available, we can coordinate some 2v2 battles. purely on honor to not backstab your team mate. what do you guys think??
from a map making perspective... can't harbors be used as a bridge?? all units can walk on them (including ships) thus allowing ship to pass through them like land units!! thus a bridge!!!
I agree with Pistos. Currently I've been focus on creating multiplayer maps, but most of my maps have theme that benefits a type of unit with terrain. In dust, troopers are require to get money but the terrain(sand tiles) makes you think on which is the best course of action to get to bases with money. Plus its a map focus on using only air and ground units. In this lastest map, Amazon. I remove the air and focus more on ground with a splash of water. I use the harbors as bridges since there is no bridge tile. Also, I try to not have the starting points for multiplayer at the corners. ![]()
madmike: Even though that map is simpler, using fewer of the terrain tiles, I think it would be good to play on. It's more in line with what I consider a good map.
Now if only we could get more player maps approved for play...![]()
I wish there was a way to save down ur maps. or create maps using an offline editor. Oh well.
Im at my map limit.
Yeah, +1 for downloadable/saveable/archiveable maps...
I've made my freaky map too. I suggested big credits to start... so people can invest in naval units if they want to. And if one player does it... i am sure the other will have to follow. AA's were added so that chances of someone rushing with jets are smaller.
TITLE: Mediavel Fortress

I say +1 for someone inviting SuperKing onto the test server, I'm pretty sure I already asked...
Super-King if you haven't already gotten an invite, then fine... here we go...
Thanks ![]()
Okay, took me a while, but I finally made the new Atrium 2!!!!
I can practically hear the tropical birds chirping in the Atrium map.
I would love to share a shot of my slightly asymmetrical map called MUDSKIPPER but alas, there is no way for me to take a snapshot of the thing in its entirity from my wee-laptop. It is a fairly traditional blanaced 1-on-1 layout with starting credits of 500 and 500 more for each base. There are little foibles that make each side a little different. Not exactly the fast track, but a war of economy on land, air and sea. I chose 1 on 1 because those games simply move faster, and enjoy tactics on a limited budget.
http://test.weewar.com/editor.jsf?board=116
Hope someone will check it out, and that someday it may be playable.
woa... madmike's map is genious![]()
which one ? lol
the last 2 - Lakes and the forest one. Especially the Lakes one. Maps should look somehow like that. it looks great and really makes me wanting to play it ^^
cool. thanks. I have a couple of more on paper. Just waiting to see if they increase the number of maps to make.
Will there be a feature to share maps? So not only the creator can use it?
this is my fist map what do you think does it need eny thing?
ps this map is called "Hostile Coast"
whatcha out, bert/alex dont like symmetrical maps, i personally like them, but if you want to get them approved anytime soon, i'd add some randomness to it. doesn't have to be much, switch some forests for swamps, some swamps for desert, and some desert for forests. just make it random.
ok thx for the advise
well, on most maps the player who captures the base in the middle wins. that should be the same on that map too...
heres my second map I am shure it needs some random ness
Bay of the Colossis. what do you think?

note the air port at the bottom of the map this will turn the tide of any battle
and my final map derelickt mountain keep in mind that i well make these more random later
uh... mountains... these are maps where al your units queue up and the rest moves as slow as a worm over the mountains.. :/ looks time consuming
exactlly
but i will rethink this one
alison: Only the map owners can view maps with an editor.jsf URL. For maps that don't fit in one screen, you can take multiple screenshots of the pieces, and then stitch them together in any graphics program. That's what I did for Battle at Sima d'Oro.
i did that for hostile coast
Cross posting my second map:
Battle at Sima d'Oro
Starting Credits: 0

And my third map:
Revolution
Starting Credits: 400

Having gained victory at Sima d'Oro, the Blue Legion crossed the Chasm of Gold and headed further southwest, easily conquering and claiming the undefended countryside. Wary of possible invasion from neighbouring countries, General Azul had his soldiers take position in a highly defensible area. There, they began building fortifications, and planning for their next invasion. During this time of construction, however, the conquered civilians were secretly gathering themselves into numerous pockets of rebel forces. Burning with passion for revenge over the death of their President-General Blanco at the hands of the Blue Legion, they wasted no time in assembling raw materials from the wreckage of the previous battles.
Dusk began to settle in one night, and General Azul was making merry with his top commanders. The relaxed atmosphere was torn like paper when a private came barging into the war room: "Sir! The lookouts have detected hostile forces encamped to the north!" Standing atop the north wall of his fortress, General Azul surveyed the new enemy through binoculars. Indeed, there were many. "They are great in number, but also disorganized. We also have the advantage of superior training and resources. To arms, men! We shall crush this... 'revolution'."
Haha, I like the idea of a story based map. Should also make games that are specifically designed for games like 2v2, 3v3 or 1v2+. Set one player as the defending champion and multiple opponents. I would enjoy playing maps like this
.
Yeah, I designed this map with the idea that the top ranked players would be the ones to start it up, then the lesser lights can try to take down the King of the Hill. ![]()
woa... I want to be the blue ones in the second map
(* me is defensive player)
Testserver will be down until late this evening.
finally, i can get some real work done.![]()
my bosses will be pleased. ![]()
woa... I want to be the blue ones in the second map
yeah, that blue player has a nice opportunity to stack up a couple of heavy artillery and annihilate anything that comes near, only a 2 hex opening to hold against attack
although if the other 4 players all made peace and attacked at once it could get difficult
hmm.. even then, they only have that 2-hex attack space, if you had enough artillery stacked up to take out 2 of the heaviest unit then you'd be safe indefinitely, unless they all brought up their own artillery and overpowered you that way
i didn't create this with the map editor, but rather photoshop and illustrator. at some point i hope the map editor comes back so that i can use it to truly create this in a playable manner. i have yet to decide where starting units and already captured bases would be. also, there are two new terrain types that i created - the gray hexes for tundra and the white hexes for ice.
wow.. this is great! loving it!
tx! any suggestions? more bases? less bases?
next real map that i might try instead of the whole earth as i previously mentioned is a few more counterparts. i'm thinking that this could be about a quarter or a third of the northern hemisphere (and it's not actually all of the northern hemisphere in the north south direction anyway - it''s missing more of central american and the northern part of south america that do lie in the northern hemisphere). at this same scale i'll have to split up europe and asia even though they're awfully connected. i don't think the southern tip of the one above is the panama canal so i may shift it slightly so it becomes that.
alex and other devs, do you think there might ever be larger maps allowed than this one, which is at 40x40 hexes?
I'd go for less harbours... but 2 more bases in the top half of the map...
Great Idea. Would you mind to scale down a bit when creating the whole earth?
Ice really looks like a cool addition. => Slows all units a lot. Weakens all units a lot. Possibly heavy ships could be able to move across this.
I like the idea of heavy ships moving/breaking through ice but they would probably slow way down as well. Then you could justify a special ice-breaker ship which would be faster on ice and just plain uber-cool!
While we're talking about ice, what does the group think about reducing light infantry's stength each round when on ice (-1)??? Not that we need another reaosn to reduce the stength of infantry, but if my army had to fight on ice, I think they'd have a hard time keeping fingers and toes![]()
for the two more bases in the northern half, i'm thinking both normal land bases and one in the northern part of greenland and the other in the middle of canada, eh? a hex or two north of the lake in the middle, i think it's lake winnipeg.
speaking of canada, does anyone think the tundra could be further south than i currently have it? maybe in spots. i like the idea of infantry freezing their toes off on the ice. maybe that would mean that in the game the infantry number would go down 1 point for each round that they're on the ice. but wait, what could be the difference (effect of any or all units) for tundra? maybe that would go down 1 point, and ice would go down two. any more thoughts? keep 'em comin'... tx!
oh, also, i saw someone come up with a deep water/ocean hex, i think it was a darker blue, in another thread. should i make use of that too in this map and the coming maps?
Hi mustard. Ill post my terrain hexes here in a bit for you to use. I also have updates to your snow and tundra ones.![]()
Lucky, I would say yes to using madmike's new deep water tiles ... but keep them to a minimum up north (even though that's probably pretty deep water in reality). Oh, and I think you need a lot more ice in Northern Canada. For what little I know of Canada's actual landscape, I'd say you also need a lot more tundra, maybe down as far as the north side of Lake Winnepeg. However, you should probably be careful as to not make it too difficult to utilize the northern parts of your map. Unless of course you give players an incentive to cross that frozen tundra and ice ... like a rescue base (to fix frozen infantry toes), a airfield, and a couple bases too.
That is a great concept map. I also like the suggested new tiles but I'm curious where you would set the starting areas for players?
Good question moJoe ... I'm curious too. New York City and LA for a 1v1 (NYC would need some base balancing).
Maybe with more water and just Hovercrafts, a FFA would place 4 or even 6 players out in deep water and make it a rush-to-the-base game???
madmike, that'd be cool to do this as a collab. effort. do you use photoshop? if so (or even if not), can you upload or send the hexes for me to use in photoshop format, .psd? not a big deal if you can't, just especially if you already have them in that format then we might as well not take them out of that format.
thanks ratio for your thoughts on deep water and canada's terrain. great idea about incentive - i'll come up with something, i'm sure.
BTW ... the Rockies need more Rockies, esp in the Four Corners and Eastern CA. Can you tell I really like your concept map Lucky?
moJoe, like i said earlier, i hadn't given it much thought about initial unit and pre-captured base placement. i don't even have access to the map editor to make it more official and possibly even remotely available soon.
but nonetheless, thank you for your thoughts. after i posted the map this morning i did do a little thinking, and just now even some more. could it be a west coast vs. east coast? LA and NYC could be the pre-captured bases? or maybe the three countries can go to war? already captured bases could be the capitals of the 3 countries?
okeydoke, ratio. thanks for your support!
i use all graphic tools. I was going to upload a zip with transparent png tiles.![]()
hey ratio, i didn't see your response to moJoe until just now. hence why i said what i said above (your same idea) and said it like it was my own, because i had the idea too. ![]()
i looked at the areas of LA and NYC and it seems to me that NYC is better off basewise. is that what you meant when you said "balancing"? tx
Yep ... no worries about the LA-NYC thing ... it's not like you havn't been thinking about this map for a decade now![]()
As far as balancing NYC, yeah ... it has more bases, less mountains, and better access to Greeland (more bases still). Maybe Cali needs Hawaii?
Here you go Mustard. I made two versions of the tundra tile. http://i187.photobucket.com/albums/x298/psycho_bean/tile_set4.png
I don't like the ideas of "bridge" and "road" simply because they would make the game ugly... they are unrealistic. I think if there was JUST ice that would be fine. It would allow ships to plow through, and troopers to walk over.
Huh?
New Feature Request for map making: Can there be a button that fills the whole map with one tile instead of having to select the 5 tile radius and clicking for awhile just to fill up the map?
hey mike, do you have access right now to the (or a) map editor?
no access. I just remembered what drove me nuts last time I made maps
Yay!!!!!
I now have access to the Map Editor, but I still have essentially the same problem as I did when I tried using it on the test server a couple weeks ago. It doesn't display at all the any of the "brushes" to "paint" the terrain, units, and bases. I was able to deduce that it must involve me using Internet Explorer, because I tried it using a friends computer with Firefox and it worked correctly.
Please help and thanks!
Eric
no pro account![]()
How did you guys get access to the Map Editor? I want to make some maps too.
pro accounts only
odd, i have a pro account, but no map editor
ok, i don't know if it's just me, but it seems that not getting credits for harbours and airfields is a very bad thing =(
yup, i absolutely hate that about my North America map right now.
ok, here's an idea to generate some discussion on. You can move a unit and stay, or move and attack, or repair, or stay. I'd like to see a move and repair option, if it's possible. Then you'd change the repair rates so that when you stay and repair it repairs more than a move and repair. Thoughts?
move and repair was done on test and it was a little to powerful even when repair was just 1/turn
[IMG]http://i168.photobucket.com/albums/u199/djdarkstar187/map4.jpg[/IMG]
http://s168.photobucket.com/albums/u199/djdarkstar187/?action=view¤t=map4.jpg
http://i168.photobucket.com/albums/u199/djdarkstar187/map4.jpg
<a href="http://photobucket.com" target="_blank"><img src="http://i168.photobucket.com/albums/u199/djdarkstar187/map4.jpg" border="0" alt="Photo Sharing and Video Hosting at Photobucket"></a>
[IMG]http://i168.photobucket.com/albums/u199/djdarkstar187/map4.jpg[/IMG]
im using photobucket and i cant get pics to show up please help!!!
I can't get your pics to show up either. Scratch using HTML, all you need is the .jpg link. You also need to be in Post Mode in Tangler. There a little toggle button next to the Send button (switching between Post and Chat modes).
I does look like Tangler is messing around with stuff ... things are looking different in other places too.
Hey, dekrazee ... you know anything about this?
i'll try reposting under post mode
<a href="http://photobucket.com" target="_blank"><img src="http://i168.photobucket.com/albums/u199/djdarkstar187/map4.jpg" border="0" alt="Photo Sharing and Video Hosting at Photobucket"></a>
[IMG]http://i168.photobucket.com/albums/u199/djdarkstar187/map4.jpg[/IMG]
ok nothing still
how do i get the .jpg link
Here you go.

yay
it might be too symmetrical
i made a few updates but it kept the same shape as this one
well... I like it but ships are kind of pointless in this map... I'd switch them with airfields![]()
![]()
Nice map Peaceful ... looks like a great 4-player game.
i got a rare pro map editor account!!!!!

thats a lot of bases in a small area
Are there any plans to have harbours and airfields provide resources as well? I think it would be cool to have them provide different amounts from a normal base, like a regular base would provide 100, and airfield 200, a harbour 300, or whatever depending on the map.
check out the new specs page. it says the regular base produces income using a "check mark" in the column and then next the check it says "100%". i'd bet the water base and air base will produce 50% or something like that.
or 300%....
![]()
bump ![]()
no, but seriously, in one of the more recent threads (new map requests) you guys were wondering if one of these threads with maps ideas in it was way down (it was). this unfortunately isn't the one that contains my last three map ideas (one of which was made available to play - south america, but the other two haven't been made available yet - Earth and Rapids). so let me find that one and bump it too. sorry ![]()
hey, I used to make custom Starcraft maps for multiplayer games and, hell, back in the day custom DOOM levels & wads.
I'd love to participate in some map building for WeeWar, how can I get access to the test server? Or rather, who should I ask about that?
thanks!
i no longer have access to the test server, except every so often, sometimes when they have the main server down for repairs for a few hours.
My first attempt at a map ![]()

I have another map idea that could be easily adapted to be suitable for 2, 3 or 6 players, is there a particular need for any of those above the others?
lol, I see this map leading to a quick stalemate
.
very possibly ![]()
maybe if the income per base was dropped to 25... or the longest row of bases at each end removed (and the mountains moved to fit that)
Isles of Death: the north and south bases that are surrounded by trees are uncapturable.
yeah, moJoe, i don't know if smo/Tor was ever told that or if he realized that later on, but so you know, he created that map without knowing what the new units at the time would be able to do...
you see?
also, i've wondered for a while about how in the map design and gameplay processes, how unit creation is handled when say a base is surrounded by all mountains and you create a unit that can't move over mountains... any thoughts?
actually, that just happened in one of my current games, where another player created/bought a DFA in a base surrounded by water...
Actually, Isles worked fine. Hovercraft originally could move onto Forest tiles. What happen was the devs did an update during test where hovers could no longer pass thru forest. At that point, those bases became useless.![]()
the extent to which maps can contain bases that are uncapturable could be diminished by letting all types of bases produce infantry. so for isles, the harbors could produce infantry and then you could move and capture the base surrounded by forests. also, i expect and hope soon that the new base types produce income. please, please, please devs...
both madmike and lucky are right in different respects...
I didnt know if there would be a transport boat and there wasnt. however they (the devs) made a "temporary" fix and made the hovercraft able to capture. At that time the hovercraft could go through forest. After the update when the new units were released the hovercrafts could not go through forest and Isles was ditched for a reason not disclosed for some reason. I have, however, updated that map and replaced the forest surrounding the bases with bog, but I could also do it with water... but that would have to be another time because I only have access to a map editor when the test is up and the editor works![]()
by the way. devs, why did you get rid of Isles of Death? I thought it worked rather well, though it was sort of long, but there are many maps that take longer.
smo, different new maps are on the test server compared to ones on the real server. so the question becomes, devs, can you make the maps on the test server available on the real server. they have been out there longer...
We are doing a major refactoring of the way maps are stored and rendered (for the sake of speed) right now. Once that is done we need to fix the editor as it will most defenitely be broken by this. Once it is back we will do another round of map updating/releasing/etc. We are as keen to get them right and to get fresh maps out there as any other player
But speed is even higher on the list - but not for much longer. Promised!
Thanks for the 411, Alex. ![]()
yep, tx!
Idle thought: it would be nice to be able to use a map you've created without having to have it officially accepted - maybe just a "use other map" option in the list, then choose one from the My Maps section. Although then people would want to trade maps, or use each others'
That would be even cooler - if you could choose a user then pick from the maps they've created, as well as your own, or get a copy of their map in your own My Maps space.
Would be useful for play-testing maps that you know aren't ready for general release, or just for messing about on a map that's crappy but funny. ![]()
You'd probably want to make games on unofficial maps not count for points, or it has the potential to be abused for pointmongering.
we are planing to allow people to play on there own maps (no points idea is a good one!). The editor as is - or was - is still very unfinished, though.
Sending ...