Closed cooljeanius closed 9 months ago
So yeah @knyghtmare I rechecked the first map (for S01, "The Outpost") and it turns out it does actually meet your criteria: it uses 14 types of base terrain (Gs
, Re
, Gg
, Hh
, Rp
, Cv
, Kv
, Ww
, Wwf
, Wwrg
, Rd
, Mm
, Ce
, Ke
), plenty of embellishments, and fits the campaign lore of being the southern edge of a forest
Map is actually visually appealing to look at, i.e., not too plain (this one is still kind of subjective IMO)
Still not impressed. Sorry. Also, the Wesnoth Modders Guild have an impressive roster of map-makers: I mean you can ask for improvements there.
Map is actually visually appealing to look at, i.e., not too plain (this one is still kind of subjective IMO)
Still not impressed. Sorry. Also, the Wesnoth Modders Guild have an impressive roster of map-makers: I mean you can ask for improvements there.
I think it's perfectly fine and you're just being too picky
(edit: but I'm still going to keep this bug open until I've checked the rest of the maps, too, though)
I mean whatever. it's your campaign. If you don't wanna update maps to higher quality, then don't
I am retiring soon anyways, so probably wont matter..
hm, I wonder if there's actually a way to automate checking against these criteria? Opening each map in the editor and then counting the terrain types used by hand is going to be tedious...
Discovered an error when trying to load the S03 map in the editor:
20230403 22:48:33 warning editor: format error in load map : Unknown tile in map: (Cv^Cvw) 'Cv^Cvw'
Any idea how to fix? The map loads successfully when playing normally in gameplay mode...
ok I'll admit that the map for S07, "Deep Forest", could use some work
addition of the "help wanted" label is for the S07 map; it's a bit tricky there since adjusting the map will require adjusting the scenario code, too, since there is some terrain-dependent code in it
Actually nvm; c6f47b5 was probably enough.
From wesnoth/wesnoth#7479, according to @knyghtmare, good maps should have: