[0.12.x] PvP_Ruins

Place to share custom user maps, scenarios and campaigns.
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Siapran
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[0.12.x] PvP_Ruins

Post by Siapran » Mon Mar 07, 2016 2:25 am

A magnetic storm has sent your fleet crashing on an alien planet.
As you recover in the ruins of old factories, you learn from your radio signals that the other survivors have started fighting over resources to get back into space.
It is up to you to collaborate with other players, or beat the crap out of them.
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Welcome to PvP_Ruins, a map designed for freeplay PvP multiplayer.
When you join in, the game asks you to join one of the four available teams: Red, Yellow, Blue and Purple.
The fours factions are hostile to each other by default, but a menu allows you to change your relationships with other teams.

A few easter eggs are spread throughout the map. Finding them usually gives you an edge on other players, or sometimes just a good laugh.

A few details to take into account:
  • Every pre-existing entity is neutral, which means biters won't attack them, and any player can pick them up.
  • Doors won't open for players of any other team (even neutral). Keep this in mind when designing train stations.
  • Wooden chests don't have locks! Any player from any faction can open wooden chests.
  • Every railway equipment apart from locomotives are always neutral (this, combined with wooden chests, allows for easier trading).
  • Changing your relationship with another faction is unidirectional, which means you need to agree with other players if you do not want them crushing your inactive turrets with a tank.
Download link

Instructions to launch your own server:
  • Download and extract archive to your factorio scenario folder (make a directory named "screnario" at the root of your factorio folder if it isn't there yet)
  • Launch factorio and start the game from Play>Custom Scenario>PvP_Ruins
  • Save your game.
  • Start your multiplayer game from the save file.
The GUI is localized for English and French.
You may change the third line of PvP_Ruins/control.lua to enable debug mode, which allows having the team_switch, diplomacy and teleport gui available simultaneously and forever.

Todo:
  • More easter eggs.
  • Contextual narration when discovering new locations.
  • Upon dying, the player is replaced with a chest holding most of their inventory.
Last edited by Siapran on Mon Mar 07, 2016 1:11 pm, edited 3 times in total.

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Re: [0.12.x] PvP_Ruins

Post by UberWaffe » Mon Mar 07, 2016 6:27 am

Looks really freaking good.

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Re: [0.12.x] PvP_Ruins

Post by Siapran » Mon Mar 07, 2016 9:26 am

I have to admit I have a new-found respect for the people that designed the factorio trailer.
Mapmaking is exhausting, even though I only designed, like, 12 major locations. Roads and small ruins are painfully tedious to make.
So yeah, a big hurray for those amazing people, because it's thanks to them that I got playing factorio.

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Re: [0.12.x] PvP_Ruins

Post by dirdante » Mon Mar 07, 2016 1:14 pm

is the researches for each fraction are separated?
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Re: [0.12.x] PvP_Ruins

Post by Siapran » Mon Mar 07, 2016 1:19 pm

Yes, research, logistic networks and gameplay modifiers are distinct for each faction.
You can check the lua documentation to learn more.

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Re: [0.12.x] PvP_Ruins

Post by Siapran » Mon Mar 07, 2016 11:15 pm

I plan on adding the following changes for the next update:
  • Add train stops to the always_neutral list
  • Prevent players from other factions from building stuff near an enemy faction's spawn (to prevent turret spawn camping)
  • Add a prep time during which players can't leave their spawn (something around 30 minutes)
feel free to share your own suggestions.

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Re: [0.12.x] PvP_Ruins

Post by Siapran » Thu Mar 10, 2016 7:59 am

OK so apparently Diplomacy is bugged in that it keeps resetting to Hostile after reloads.
I'll try to fix that for the next release too.

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Re: [0.12.x] PvP_Ruins

Post by stowed4sea » Wed Mar 23, 2016 11:44 pm

Great Map, I looked at it in the editor and looks amazing!

I didn't see anyone else have this problem, but how do you get off the starting island? I tried interacting with the chests in every conceivable way, but nothing happened. I followed your instructions for creating a mp game on server, but didn't see anything happening.

Thanks for the help.

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Re: [0.12.x] PvP_Ruins

Post by Siapran » Fri Mar 25, 2016 1:28 pm

there is an UI on the top-left corner of the screen:
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Re: [0.12.x] PvP_Ruins

Post by Deathswinds » Wed Apr 06, 2016 7:43 am

Are there enemies on this map?

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Re: [0.12.x] PvP_Ruins

Post by LJL_Houben » Mon Oct 31, 2016 9:42 pm

I get an error trying to run it in version '0.14.17'. Is this a version issue or do I do someting wrong? (It's my first time that I try a scenario :oops: )

Extracted the zip (Windows 10) to: 'D:\02 - Games\Factorio\data\base\scenarios\PvP_Ruins' (same folder as default scenario 'freeplay')
Following instructions of: https://wiki.factorio.com/Multiplayer#PvP
Selecting the scenario in single player mode via 'main menu\play\custom scenario\' and pressing 'create'
PvP Ruin issue.png
Scenario Selection in single player mode
PvP Ruin issue.png (510.31 KiB) Viewed 5661 times
I get following error:
...Data/Roaming/Factorio/temp/currently-playing/control.lua:1: module defines not found; no such file C:/Users/xxx/AppData/Roaming/Factorio/temp/currently-playing/defines.lua no such file C:/Users/xxx/AppData/Roaming/Factorio/temp/currently-playing/defines.lua no such file D:/02 - Games/Factorio/data/core/lualib/defines.lua
PvP Ruin issue2.png
PvP Ruin issue2.png (428.64 KiB) Viewed 5661 times
And then nothing happens... :cry:
Thank you for any advice and help in advance :)


PS: Same issue with the other PvP scenario

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Re: [0.12.x] PvP_Ruins

Post by Siapran » Wed Nov 02, 2016 11:13 pm

Woo, I haven't update this map in a looong time.
If I recall correctly, defines.lua defined a few constant in the game.
It is highly probable that this scenario doesn't work at all in factorio 0.14.

If you want, I can take some time to update it so that it works with the new factorio version.
I'm happy to see that you were interested.

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Re: [0.12.x] PvP_Ruins

Post by LJL_Houben » Thu Nov 03, 2016 10:23 pm

Siapran wrote:If you want, I can take some time to update it so that it works with the new factorio version.
I'm happy to see that you were interested.
Yes please :D

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Re: [0.12.x] PvP_Ruins

Post by Siapran » Thu Nov 24, 2016 12:21 am

Ok from what I've seen this is going to need a lot of work from scratch (including the map design).
I'll try to find some time to do it, but I can't guarantee anything.
Should still be neat though.

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Re: [0.12.x] PvP_Ruins

Post by viruscz » Sat Nov 26, 2016 12:32 am

Siapran wrote:Should still be neat though.
looking forward to it:))

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Re: [0.12.x] PvP_Ruins

Post by JjMmccnerd1 » Sat Nov 26, 2016 2:20 am

Yes it will be fun to pit players against each other in 14.20 :twisted:

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Re: [0.12.x] PvP_Ruins

Post by viruscz » Sat Nov 26, 2016 11:32 am

Siapran wrote:Ok from what I've seen this is going to need a lot of work from scratch (including the map design).
I'll try to find some time to do it, but I can't guarantee anything.
Should still be neat though.
Could you make few subtle signs on the map, like 4 arrows from concrete on the ground every now and then, pointing to the all starting locations?
When I first tried the map, it took me literally 3hours in god mode to find all 4 starting locations. When new player tries this map, he doesnt want to explore for 4hours, he wants pvp, so general location of his enemies should be really important.

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