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0 A.D. is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. It's a historically-based war/economy game that allows players to relive or rewrite the history of twelve ancient civilizations, from Iberia to Mauryan India, each depicted at their peak of economic growth and military prowess. Developed using Pyrogenesis, a ground-breaking new game engine custom-built to suit this project, 0 A.D. will give players a rich and entertaining real-time gaming experience.

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Add media Report RSS My first test with the map editor (view original)
My first test with the map editor
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GenMoKai
GenMoKai - - 309 comments

thats... just amazing!

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Zollec
Zollec - - 162 comments

cool

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nitebones
nitebones - - 222 comments

this looks just like a game you can get in the shops now, this game is amasing

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nightovizard Author
nightovizard - - 1,462 comments

I had the same impression :)And they even haven't finished it yet! if they fixed the lag problem and made that the AI uses ships, this would become one of the best RTS ever! i have seen some people complains of the walls not being walkable by units, somehow i agrre with that, but at the same time i understand the reasons, it would be very different from Age of empires and the gamestyle that actually 0a.d. offers. Walkable walls suit better for games like dawn of fantasy or total war series.

The other improvements i would like to see are related to the map editor. Actually it's a pretty good editor, i have used a lot of other map editors and this is one of the best, fairly simple and easy to use, but at the same time youre able to make good quality maps thanks to hose graphics the game has.

Textures are of a great quality, props placement its alright, so I would bet for improving the height tools, for example adding an erosion tool, personalize maximum and minimum height and a ramp tool. I also loved the fact that you can import your heightmaps into the game, the problem is that every time you do so, the map resets anbd you have to start again from scratch... Thats kinda weird. It would also be cool if you could import your heightmap of the map into a .jpg or .RAW file.

and finally, with this said: Great job developers! keep that fantastic work :)

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nitebones
nitebones - - 222 comments

i agree with what you said about the wall because games like age of empire wall are there to stop your men from dying so why put the men on the wall, the only good game i remember that had walk able walls that you build in game was rise and fall which was a good game but on it i was constantly spending money to replace the men on the walls, so i think they should try not to make the walls walk able in this game as it is a complete hassle to get working right

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Darklord42
Darklord42 - - 252 comments

Never played stronghold? It gives them a height advantage, increase their range, made them less likely to be hit by those on the ground. It was a significant advantage. It would certainly add another dynamic, but true, it wasn't in age of empires or empire earth so oh well.

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nightovizard Author
nightovizard - - 1,462 comments

Yes, i have played stronghold as well, that feature is also seen in world in conflict. The main reason of that not being in aoe, i think, its because height did not exist at all in Age of Empires, it was 2D, so walkable walls wouldnt be applicable, but having diferent atack long ranges and different visual range depending of the height I think it could be applied to 0a.d. . In the other hand, I wouldnt made them ''less likely to be hit by those on the ground'' since atacks and arrows never fail when they are performed in 0a.d. ,(I think.) Plus it would overpower units in a higher height way too much and unbalance the game. But different visual range and different atack range (not for melee of course) depending the height would be a nice feature to see in the game despite that i'm not sure if it could be applied in the game engine of 0 a.d..

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Darklord42
Darklord42 - - 252 comments

stronghold was 2d ;) Yes it would make those on wall "overpowered," but that was kinda the whole point. Taking over a fortified position isn't easy. It probably can't be implemented but it's an idea to think about at least. I mean rather then make the attack fail all together make it force the rate of an attack be 2/3 when attacking something at another level. I'm sure there are many work arounds.

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Count_Crapula
Count_Crapula - - 469 comments

looks nice

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Idanwin
Idanwin - - 8 comments

Move props/actors by alt+clicking/dragging them

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Description

I opened the mapeditor for the first time and made this, the romans have built an outpost and they are besieging a Greek colony set in a hill. I just wanted to show it to you, and i know, needs more detailing, texturing etc... I still have no idea how to place,move or delete those small props such as grass or little rocks, I can't select them so I supose they are placed in a different way.

I neither know how to put the map ingame although i have been able to test it in the editor. If someone knows where I can find a good tutorial post it in the comments please. thank you :) (I already checked the website but i did not found anything)

BTW, great job developers! You did an amazing game and a very good map editor.