New Map - Delta Serpentis

I have a new map in the works, its an accordingly big 8 player map, should be suited for both ffa and for teams.

Short brief:

40 planets (including 4 anomalies) + 1 pirate planet
61 jump lanes, thus fairly open.
long long jumps into the heart of enemy territories on the other end of the map possible.

Screens: its a bit hard to gauge exactly what it is like couse the map is a bit too large to display it properly
http://rapidshare.com/files/65774318/ScreenShot_11.bmp

another one, closer up of one of the quarters

http://rapidshare.com/files/65775174/ScreenShot_12.bmp

argh, sorry, dont have a decent photo page anymore.

now, if someone could show me how to get rid of that freaking "missing \n" error, I could be done fairly quickly, only needs some more tweaking around.

oh, and we need an automatic map downloader in mp. a lot of games have it and it makes sharing and using custom maps so much easier.
10,648 views 15 replies
Reply #1 Top
just host screens on photobucket or some other website...
Reply #2 Top
well, I found a photo page, so here, enjoy:



Reply #3 Top
you find a photopage, now it doesnt work!
Reply #4 Top
argh, sorry, dont have a decent photo page anymore.


Use any picture editing program to convert it to .jpg first. (Even paint works, although it sucks badly at doing it.)

Then upload it at http://www.imageshack.us/.

now, if someone could show me how to get rid of that freaking "missing \n" error, I could be done fairly quickly, only needs some more tweaking around.


Do you have a line break at the end of your file?

If you don't find the problem, just upload the map and I'll take a look at it.
Reply #5 Top

you find a photopage, now it doesnt work!


I guess I'm not the technical genius. but I think it does work with right click - display. any ideas how to get it to work properly.
Reply #6 Top
ok now I've seen it, definately resource rich, definately begging for a wackamole game.
Reply #7 Top


Do you have a line break at the end of your file?

If you don't find the problem, just upload the map and I'll take a look at it.


ah, at the end of the file. that may be true. I ll look into it.
well, the files are already jpg format if Im not mistaken, so no need to convert them.

thx for the help.
Reply #8 Top
I like the map, look forward to maybe playing it. but you really should reduce some of those connections.
Reply #9 Top
ok, checked the code again, but the at the end there isn't any page break. at the scenario description I entered there is, but I dont think that counts. it also happened on another map I made, where I basically only changed a large maps star and planet counts.

I will work over it, maybe see if I can reduce some of the connections as Schod suggested. in the original planing there were even more, but I soon saw that it would be too heavy. as it is, most grav wells have 3 or 4 connections which is a bit much. keep in mind though that some of them are to the sun or to destinations on the other end of the map. that makes early detection fairly feasible, but I welcome any suggestions put forward. thats why I put the screens in even though it wasnt completely done yet, to have room for adaptations.

when I'm done with reworking and I still haven't found the error, I will post it and maybe someone can help me correct it.
Reply #10 Top
but the at the end there isn't any page break


Well, there should be one.

You need a line break there, or you'll always get the error.
Reply #11 Top

but the at the end there isn't any page break


Well, there should be one.

You need a line break there, or you'll always get the error.


that solved the problem. strange though, as the devs' maps dont have one at the end. or at least my editing software doesnt show any. thanks alot. expect a polished version later today, tomorrow at the latest. I also have an idea what jump lanes to take out, it will be the ones connecting the inner planets with one another.
Reply #12 Top




just like I said, tweaked the positions of planets a bit and removed some connections to make it a bit less wack-a-mole.

the only thing that bothers me is that the random generator creates way too many terran planets and that its not really distributed very well. the four anomlies are set as random uninhabitable and the rear asteroids everyone gets too. the rest of the planets is set to random colonizable, so in theory it should produce a rather good distribution.

what do you think, should I hard code planet types? of course its my map, but I would like to create something playable and not totally out of balance.
Reply #13 Top
Looks good tho id swap out a planet and replace it with asteroid planet. The one inbetween hw and another planet , not hw and neb
Reply #14 Top
I like it although it seems a bit resource rich

you could always hard code, it lacks some replay value but it makes the map much more strategically viable.
Reply #15 Top
yes, a bit ressource-rich and a bit terran heavy, but maybe that was just some random selection gone wrong. replacing those world you suggested with asteroids isnt a bad idea, but I already hard coded an asteroid for every player next to the hw, doing a second one for everybody would seem to much. I would like a script for "Habitable but not Terran". then I could make the corner planets terran (you know the ones on the similar positions like the anomalies) and then make the other nonterran. would make for a good fight for those valuables. another thought was to add a few planets in radiants from the sun, but then it probably gets too crowded.

in any case, here is a link with the file as it is:
WWW Link

I will continue to think of it, whether I will change something, but for the time being it should be okay, have fun.