[Contest] Making a map.
Re: [Contest] Making a map.
Would it be cheating to ask other users for helping out making translations?
Re: [Contest] Making a map.
I think that we should make it only in english, translations are something that not everybody can have, and it would be an advantage that haves nothing to do with the contest.drs9999 wrote:Would it be cheating to ask other users for helping out making translations?
Re: [Contest] Making a map.
In theory everyone can have translation, but fair enough.
But I will add a german translation to my scenario, because it is no translation for me and because I already made it.
Anyway, as an compensation I can offer to make german translations for the other participants if they want it.
But I will add a german translation to my scenario, because it is no translation for me and because I already made it.
Anyway, as an compensation I can offer to make german translations for the other participants if they want it.
Re: [Contest] Making a map.
... I looked at my calednar and realized that I won't manage to make the map for this competition (one evening wasn't nearly enough for it and there are higher priority things ... for example some stuff for 0.6.0 and biking
). I'll keep the idea for next time there is a competition 


I have no idea what I'm talking about.
Re: [Contest] Making a map.
Finally I can submit my work
Here are my two contributions:
Snaketorio
A snakegame in Factorio Controls: Move the player on the sandy tiles and the snake will move in the related direction as well.
Installation: Extract the *.zip and copy the "Snaketorio"-Folder into your factorio/scenarios directory.

Snaketorio
A snakegame in Factorio Controls: Move the player on the sandy tiles and the snake will move in the related direction as well.
Installation: Extract the *.zip and copy the "Snaketorio"-Folder into your factorio/scenarios directory.
Re: [Contest] Making a map.
And the second one:
A-MAZE-ING
- procedually generated mazes You will get an in-game introduction, so I do not want to spoil much
The key-features:
- randomly procedually generated mazes, this means you will not play a maze twice
- 16 Levels with increasing maze sizes (from 50x50 blocks to 500x500 blocks!)
- "speechbubbles"
Installation: Extract the *.zip and copy the "A-Maze-ing"-Folder into your factorio/scenarios directory.
Note: Especially the higher levels need some time to be generated, so be patient
A-MAZE-ING
- procedually generated mazes You will get an in-game introduction, so I do not want to spoil much

The key-features:
- randomly procedually generated mazes, this means you will not play a maze twice
- 16 Levels with increasing maze sizes (from 50x50 blocks to 500x500 blocks!)
- "speechbubbles"
Installation: Extract the *.zip and copy the "A-Maze-ing"-Folder into your factorio/scenarios directory.
Note: Especially the higher levels need some time to be generated, so be patient

Re: [Contest] Making a map.
Cool, looks interesting. But I would make the head of the snake as a boiler, so it eats the coaldrs9999 wrote:Finally I can submit my workHere are my two contributions:
Snaketorio
A snakegame in Factorio Controls: Move the player on the sandy tiles and the snake will move in the related direction as well.
Installation: Extract the *.zip and copy the "Snaketorio"-Folder into your factorio/scenarios directory.

Re: [Contest] Making a map.
Full post Edit:
I'm a dumbass.
Both the Maze and Snake mod folders came up with "unable to read" errors on opening, either together, or individually.
I had gotten so used to putting new content in the "mods" folder, that I put these clearly labeled scenarios into the mods folder.
Sorry for any confusion.
I'm a dumbass.
Both the Maze and Snake mod folders came up with "unable to read" errors on opening, either together, or individually.
I had gotten so used to putting new content in the "mods" folder, that I put these clearly labeled scenarios into the mods folder.
Sorry for any confusion.
Last edited by n9103 on Wed Jul 24, 2013 1:51 am, edited 1 time in total.
Re: [Contest] Making a map.
Edit: this post is now obsolete since the above post has been edited.
I can run the scenarios. I do have the scenario pack, but I don't think that affects the ability to run other scenarios because the basic factorio (the executable and such) is the same whether you have access to the scenario pack or not.
I extracted the archives to data/base/scenatios/ (along with the freeplay and sandbox scenarios, which obviously work without the scenario pack). They won't work if you try to use them as normal savegames.
I can run the scenarios. I do have the scenario pack, but I don't think that affects the ability to run other scenarios because the basic factorio (the executable and such) is the same whether you have access to the scenario pack or not.
I extracted the archives to data/base/scenatios/ (along with the freeplay and sandbox scenarios, which obviously work without the scenario pack). They won't work if you try to use them as normal savegames.
Re: [Contest] Making a map.
Today is the last day and only one person has sumbitted the maps...
I had lots of problems making mine so I cant release it.
I was making a tower defense game, but creepers pathfinding doesnt work with it, I tried making a pathfind with the code but I cant get it to work, so I started another map, but I cant release it for today...
If only you release the map, or too few people release maps, I will give one more week.
I had lots of problems making mine so I cant release it.
I was making a tower defense game, but creepers pathfinding doesnt work with it, I tried making a pathfind with the code but I cant get it to work, so I started another map, but I cant release it for today...
If only you release the map, or too few people release maps, I will give one more week.
Re: [Contest] Making a map.
I think giving it one more week is fine:)
Re: [Contest] Making a map.
@ficolas
What sort of problems did you have with the pathfinding?
When I was playing the a-maze-ing map I also noticed that the pathfinding of enemies doesn't work very well in the maze. I took some notes to fix it for 0.7.x.
What sort of problems did you have with the pathfinding?
When I was playing the a-maze-ing map I also noticed that the pathfinding of enemies doesn't work very well in the maze. I took some notes to fix it for 0.7.x.
Re: [Contest] Making a map.
Hmm I do not expect much more contributions, so I would suggest to cancel the contest and make a user-scenario thread in the show your creation subforum instead, where all usermade scenarios are collected.
Re: [Contest] Making a map.
Yeah I think that people wont sumbit more maps...
And I dont think I will finish mine for the time of the contest im too bussy these days.
Also, the problem with the creeper pathfinding is that when you make a path like all pats in tower defense games, they get stuc or attack the blocks that are in the middle.
And I dont think I will finish mine for the time of the contest im too bussy these days.
Also, the problem with the creeper pathfinding is that when you make a path like all pats in tower defense games, they get stuc or attack the blocks that are in the middle.