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 Post subject: Empty Shield Template
Posted: March 31st, 2016, 4:05 am 

I made remade the standard cape without any logos on the shield, so all of you wonderful cape makers have something to put your logos on before putting them on the cape.

Link: http://i.imgur.com/KfLlPuf.png

Screenshots:
http://i.imgur.com/dDXQQ1B.png?1
http://i.imgur.com/N1l9w4p.png?1

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 Post subject: RNG City V1
Posted: December 22nd, 2015, 1:29 am 

I wrote a little program to randomly spawn objects given a set of maximum and minimum parameters. After some experimentation, I came up with a decent program with which to make forests and cities. This map is one of the results of my work with the program, though the walls and central tower were not generated randomly. I hope you enjoy it, a player with the username kuro usagi claimed that it was amazing (though this was also before I made the walls and central tower).

Due to the scale of the buildings, I suggest keeping titan size below 2. I used 0.75 to 1.5 during testing and gameplay.

Screenshots: http://imgur.com/a/TgNo5
http://i.imgur.com/0be8XfP.png
http://i.imgur.com/TDesagR.png
http://i.imgur.com/qXbX7fG.png
http://i.imgur.com/x2ujHXm.png
http://i.imgur.com/vh4178z.png
http://i.imgur.com/O1JclD5.png

Map Code:
http://pastebin.com/ibHfVr7e

(This is my first post in AoTSkins, if I'm missing anything required please inform me.)

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Posted: April 9th, 2016, 11:55 pm 

So this is a map made to simulate the final segment of the Survey Corps ride to Shiganshina. It's not the same as in the manga/anime, but I'm hoping it will nonetheless be fun for everyone to play and RP in.
It takes you through a forested mountain range, and ends at the gate to Shiganshina. There are three paths, the main path will take you through a recreation of Feng's forest, where I expect most of the titan fighting to take place.
The start of the round puts you being chased by the Female Titan (non-canon), and the round ends when someone enters the Shiganshina gate

Right now I'm working on finishing up the mountains, after which I'll finalize the roads, dirt paths, and trees. Then I'll put in several villages and the main city of Shiganshina, and lastly I'll work on custom scripting to make RPing more interesting.

Up to date screenshots (note that the sign says 9 and 5, but the distances taking the paths are now actually 20 and 5 kilometers)
http://imgur.com/a/efmwy

Three Lakes of the East Path (Possibly Outdated)
http://i.imgur.com/L1p1z40.png
http://i.imgur.com/lAPPkVa.png
http://i.imgur.com/44LZnAa.png

Concept map for the different paths (pink, white, yellow) (blue are barriers)
http://i.imgur.com/Q0bHR2X.png

I'm hoping that this map will at least tide everyone over until the release of the 57th Expedition Beyond The Walls map Ryham is making, hopefully it will rival Ryham's in awesomeness.

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 Post subject: Forest on the Horizon
Posted: September 3rd, 2016, 9:04 pm 

I made a dense forest on the edge of the map in the level editor and then used it to make a skybox. This skybox is a combination of the forest, the default sky textures, and clouds I generated with GNU Image Manipulator. Hope you like it!

The Textures:
http://imgur.com/a/6UMhH
Front
http://i.imgur.com/srmjbvj.png
http://i.imgur.com/srmjbvj.png
Back
http://i.imgur.com/B8gzPB7.png
http://i.imgur.com/B8gzPB7.png
Left
http://i.imgur.com/e36HhZC.png
http://i.imgur.com/e36HhZC.png
Right
http://i.imgur.com/uvnXHwB.png
http://i.imgur.com/uvnXHwB.png
Up
http://i.imgur.com/gNvc8Sx.png
http://i.imgur.com/gNvc8Sx.png
Down
http://i.imgur.com/rkcRdr7.png
http://i.imgur.com/rkcRdr7.png

A probably excessive number of Screenshots
http://i.imgur.com/nbiDNuO.png
http://i.imgur.com/HxAnwMv.png
http://i.imgur.com/vc30vd7.png
http://i.imgur.com/V97jHmt.png
http://i.imgur.com/p7Y7rww.png
http://i.imgur.com/EGCXO0w.png
http://i.imgur.com/l24cxPy.png
http://i.imgur.com/ssRGLGs.png?1
http://i.imgur.com/qAwriRY.png

Unfortunately, the skybox works best when you're very close to the ground. If you're high in the sky or close to the edge of the map, it loses its effectiveness at seeming like it's part of the map. Obviously, if the ground isn't the same texture it won't work very well on that map either. This was made primarily for a specific custom map I made, where you generally doesn't spend a lot of time up high or near the edges of the map.

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Posted: November 8th, 2017, 8:41 am 

I made the original version of this map in July of 2015, and after 851 days of infrequent updates and modifications, I feel it is finally ready for release.

My Survey Corps Outpost is a non-canon cannon map, though I have made it such that you can and likely will use your 3DMG. It has 26 cannons at four different elevations, so you always have a cannon ready to take on any size of titan.

I designed this map with the intention of no "Victory," it's supposed to be a truly endless survival map. To this end, I recommend setting the map to Waves mode and setting the Titan Spawn Cap to be at least one greater than the expected size of your party, maxing out at 28. This makes it such that the last two titans of any wave must be killed almost simultaneously, otherwise 22 new titans will spawn around the map. With these settings it is possible to reach the end of 20 waves, but it will take a while.

Screenshot:
https://i.imgur.com/eDLvcSZ.png

Link to script:
https://pastebin.com/Ca5wBrWj

IMPORTANT NOTES:
The interior of the Outpost is NOT safe from titans. Small ones can walk in through the gates and larger ones can climb the walls and buildings. If you have to AFK , the safest locations are in the tops of trees and in the checkpoints of the towers. However, should you have punk rock throwing enabled, I make no guarantees of safety anywhere on the map. You're deep in the heart of enemy territory in a small outpost of the military group with the highest mortality rate after all.
If you find that the map is too laggy, I have versions of it without the exterior ring of trees. Those trees exist purely to provide a less plain border to the map and have no effect on how you play the map.
..... Minus 0980 trees: https://pastebin.com/FakVNzcU
..... Minus 1751 trees: https://pastebin.com/BCKz1NA3

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Posted: April 17th, 2019, 9:12 am 

Tired of adjusting settings and restarting your game over and over to make your waves work just right? This set of custom logic just might be perfect for you!

The almost 4000 lines of code allow you to adjust 24 different settings on the fly, mid-wave! Want to spawn a couple extra titans next wave? Just change the increment! Want to change the spawn rates? You can choose from five presets! Survived all the waves and want to do a few more? You can do that too! Almost everything related to titans and waves that you can do with RC's settings can be done with this logic, with the bonus of not having to restart for every little change!

Get it here! --> https://pastebin.com/1hhdFMn6

Important Notes
In order for this logic to function effectively, there are a couple things you'll have to do.
Make sure the map is set to Custom (Pause-->Custom Map-->Custom. If you use Waves, none of the settings you adjust with this logic will apply. Make sure there are titan and player spawn points where and only where you want them to spawn. If none are present, they will all spawn in the default map. If you're using a custom map with racing checkpoints, then the initial player spawn isn't of particular importance.
Without use of the Expedition Mod by Tic or another mod with a similar function that adjusts titans' view distance, titans will NOT seek players from any distance like in normal waves. They will instead sit and wander around without any knowledge of your existence until you get close to them. I highly recommend acquiring and using the Expedition Mod to properly enjoy this logic.

Images of Help Menus, as seen in EM with chat box against a blue skybox.
https://i.imgur.com/lgAjYvp.png https://i.imgur.com/hj1ZSyX.png
https://i.imgur.com/EjxcVXG.png https://i.imgur.com/hTR2XqA.png
https://i.imgur.com/WJBQYCR.png https://i.imgur.com/cpDjA1J.png
https://i.imgur.com/Sb5tJMs.png https://i.imgur.com/LSTXe9z.png
https://i.imgur.com/KOKSyzS.png https://i.imgur.com/vjc1l2t.png
https://i.imgur.com/yg8spS7.png https://i.imgur.com/krkeSSm.png
https://i.imgur.com/LE7n278.png https://i.imgur.com/lbmMXYc.png
If you want to see how adjusting titan size and health min/max values affects scaled spawn health relative to size, you can use the following link to adjust the four values in a graph and see the changes in real time. https://www.desmos.com/calculator/1rimnggstk
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