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SilPho
27 May 2007, 16:12
Now that the new patch has been released, I bet you want some big maps to play with. You've come to the right place.
Click here to find what you want!! (http://rounddonut.co.uk/Worms/Index.html)
If you have made a large map, any size, any scheme, any style, I suggest you post a link in here so I can add your work to the pack, even if you're not sure how good it is people will want to see it, so go for it. :)
Since the game does not (yet) support random generation of larger random maps if you fancy making a map that resembles a large "normal" landscape they will be incredibly well received, good luck if you decide to try this.
Version history
1 - 24/06/07. Initial release. Around 30 maps available.
2 - 27/06/07. 34 maps available now.
3 - 30/06/07. 56 maps available now.
4 - 02/07/07. 63 maps available now. (26MB)
5 - 11/07/07. 72 maps available now. (31MB)
6 - 17/07/07. 95 maps available now. (35MB)
Comments are greatly appreciated, but even better would be more maps! Thank you to everyone who has participated so far and even more thanks to CyberShadow and Deadcode for making all of this possible.

CyberShadow
27 May 2007, 18:15
Unfortunately, generating and editing normal (.LEV or .BIT) maps is quite problematic, and won't be supported in the next update (and probably not until 4.0).

SilPho
27 May 2007, 20:20
In that case we should find a way to make some large maps that hold the flavour of the original random generator, I'm going to try and look into it myself but if anyone has any ideas or maps of their own, feel free to share.
Same goes for making new and larger shoppers, ropers, rope races, sheep races etc. Let's try and get whatever we can together so the community can take advantage of the maps straight away.
I know testing is impossible for many of us, but it's worth a try.

Jerry
27 May 2007, 20:57
Hey
I made some large maps, enjoy then ;) 4 rr's and one ssr
http://download.yousendit.com/7CE729621BF233C4

SilPho
27 May 2007, 22:18
Great work Jerry, all sorts of different sizes in there as well.
I'm starting to wonder if people are going to get lost in these massive maps, took me a while to find the start of the SSR. (In my image editor I mean).

GoDxWyvern
28 May 2007, 00:46
Might as well use the opportunity to show off the maps I've made, in hope it won't take much longer until they're playable by everyone.
http://denk.alfahosting.org/user/maps/RopeRace/WyvernKingSizeRR1.png
First King Size RR, (1920*2)x(696*2) pixels in size, 4 times a normal map. Normal Rope Race with a little bit of not-so-linear passages, no big deal.
http://denk.alfahosting.org/user/maps/RopeRace/WyvernKingSizeRR2.png
Number two, (1920*4)x(696*4), 16 times a normal map. New concept, go from A to A, B to B, etc.
http://denk.alfahosting.org/user/maps/RopeRace/WyvernKingSizeRR3.png
Number three, (1920*6)x(696*6), 36 times a normal map. Same concept as number two.
http://denk.alfahosting.org/user/maps/RopeRace/WyvernKingSizeRR4.png
And number four, (1920*8)x(696*6), 48 times a normal map. Again the same concept, but this time with non-linear cross-sections and two very large open parts to freely rope around in.
http://denk.alfahosting.org/user/maps/BoomRace/WyvernCurvyBoomRace.png
A regular Boom Race. My best advice: ignore it. It takes way too long to be healthy, unless you plan to take breaks. ;)
http://denk.alfahosting.org/user/maps/CaptureTheFlag/WyvernGhostFlag.png
Capture the Flag. Pretty random stuff, all self-drawn in Paint.

franpa
28 May 2007, 07:40
your first map wyvern is awesome ;P and great job as well Jerry.

robowurmz
28 May 2007, 07:45
I like the flag map, very cartoony, stays true to worms style.

Run
28 May 2007, 08:38
In a week's time my exams will be over and I can finally finish my humungous CTF hurrah!

BigBilly
28 May 2007, 12:17
Kuuuuuuuuuuuuuuuuuuuul maps!

kikumbob
28 May 2007, 14:04
It won't take people too long to start realising that we need a save option in WA...
Sexy maps though. Way to wet people's appetite.

xJoEx
28 May 2007, 14:56
I just added two big RRs to wmdb... they haven't shown up yet though. I don't know if they will or not.

Run
28 May 2007, 15:07
It won't take people too long to start realising that we need a save option in WA...
Technically that's already been planned from very very early in the days of beta updates - the idea is you just quit the game, then load the replay, and continue from where the replay ends. The devs already have versions that can "jump in" at any time so i guess it's not far around the corner in programming terms. Still i think we'll have to wait for 4.0

Melon
29 May 2007, 21:06
In that case we should find a way to make some large maps that hold the flavour of the original random generator, I'm going to try and look into it myself but if anyone has any ideas or maps of their own, feel free to share.
Once my exams are over in a week's time, I'll be prepared to design some larger png maps that look like the original random ones, as there are the textures and objects over at the yoda sprite archive. I've actually drawn some maps that look a bit like the randomly generated ones and even saved them as BIT maps, so I've got a feeling about how they are generated. I've got one that's a roper map that I've made form scratch and tweaked to be a nice (and tough) roper map that you can see here (http://www.kieranmillar.com/wa/no_hoper_roper_by_melon.BIT).
However, seeing as I've got a week until I'm free again, what sort of "random" maps would people be more likely to play? And what size? Would people like me to try and create a "island" map that's a bit more spaced out for fort mode purposes? How about a tripled-layered Team17 map (same width, but a bit higher)? Obviously, a lot of the "normal" game types wouldn't work so well on maps that are too large, so if anybody has any general ideas, it'd help me cut out a lot of time spent testing various maps only to find out that the size doesn't work very well.

Run
30 May 2007, 08:35
How about a tripled-layered Team17 map (same width, but a bit higher)?
That would be awesome - I tried making one once by piecing together screenshots but I had problems making it work in WA and gave up.

SilPho
30 May 2007, 10:28
I just added two big RRs to wmdb... they haven't shown up yet though. I don't know if they will or not.
I think wmdg puts files up for download immediately, maybe they do not have support for larger files yet. (or maybe it just didn't go through) Post them here if you can. (Or send them to me via e-mail \ msn and I'll sort something out).

xJoEx
30 May 2007, 15:31
The freeform one uploaded, but not 'the purpitrator'. It must be too big for the wmdberizer to make a thumbnail.
The purpitrator:
http://download.yousendit.com/9E5CB49308BB73D5
It's a map I made ages ago, blown up so the tunnels are so wide you have a hard time even flying from one side to the other. It's so big, on older PCs it takes a few mins to load. LG is optional. Very fun map. Doesn't seem to work online with the leaked Squiffel alpha.

KRD
30 May 2007, 22:19
I play most of my games on levels generated by the game's editor, so I'll be sticking to regular size ones for the majority of my games, even once the beta is out. However, larger RR's do look like fun, so good luck to everyone working on them.
Can't wait for the version that'll include slightly larger random levels, though. I've already played around with the idea of simply stacking more random levels together, but it takes a long time to make it look right. Too long to make it worth my while. And only a few of the shapes available now are even possible to produce usable maps from, so the resulting variety isn't nearly as enjoyable as clicking on the map preview a few times before each game you host.
Anyway, here's the map I made for trying out how longer range BnG works [I decided to stick to twice the regular width, even if the soil textures don't quite match]:
http://images.xnr.be/7ae1ba8b3f37a994a15256440d34c616.png

Melon
30 May 2007, 22:26
I was planning on going for the really stupid option and draw my larger "random" maps entirely from scratch, including adding in all of the grass and ceiling textures by hand, although it'll probably take FAR too long to be worthwhile, and it'll probably end up being less than totally random, but we'll see.
Alternatively, I could try generating a map and saving it in the black and white form, then load that up, fix them together, paste in the tiled pattern, add in some objects, and then go about the laborious process of adding in the grass textures by hand. This should get me a better random layout of the land, but it'd still take me ages.
Yours looks nice though. Maybe you could cut a bit out of the middle so the textures meet. Or even better, extend that middle bit slightly. I'd have a go at it myself if I wasn't just about to go to bed. -EDIT- This won't work without some drastic changes. Never mind.

tehceech
31 May 2007, 11:32
Personally I cannot wait for the new patch to open up a world of possibility with larger maps. But I think we need a collection of large maps that people can use and play with when the patch is first released.
If you have made a large map, any size, any scheme, any style, I suggest you post a link in here so we can collate a large assortment of maps for people to download and play with when the patch comes out
I cannot recall if there is going to be a random map generator for maps of larger sizes, if there isn't then perhaps someone can devise a way to create a large collection of random shaped maps, maybe just combining a bunch of pre-generated ones together.
Let me know what you think, hopefully we can have a nice load of maps ready for when the patch is released.
Fixed it for you, good luck with that

kikumbob
31 May 2007, 17:14
Fixed it for you, good luck with that The point of this thread is to have some easily accesible massive maps for when the patch comes out, so we don't need to wait around for a few days for people to make them.

robowurmz
31 May 2007, 17:22
Fixed it for you, good luck with that
We are making the maps first, so we don't have to wait for everyone to make them. If you didn't understand that, you shouldn't have posted.

GrimOswald
1 Jun 2007, 02:08
I could be completely putting words in his mouth, but I believe his point is that the patch could take a very long time/never come out. (Not an opinion I share, I hasten to add)

bonz
1 Jun 2007, 02:29
Aside of that, the leaked alpha already had large map support.
I have never tested it, nor do I know how far spread it really is, but when I heard about people already making huge maps, my first guess was they were using that one.

franpa
1 Jun 2007, 03:48
the leaked alpha supports maps with its dimensions divisable by 256x64 i think... was this limitation changed in future alpha's?

ShootMe
1 Jun 2007, 04:14
http://wiki.thecybershadow.net/Colour_map
Under the title Map Size

franpa
1 Jun 2007, 05:15
ah, so it has been reduced to divisable by 8*8 now =) good.

tehceech
3 Jun 2007, 17:01
We are making the maps first, so we don't have to wait for everyone to make them. If you didn't understand that, you shouldn't have posted.
As I understand it the patch has been in production for some 7-8 years now but I like your bright and shiny outlook so good luck with it.
http://www.planet1337.com/wormsfiles/galleries/Worms/spectre-patch.jpg

GoDxWyvern
3 Jun 2007, 17:17
7-8 years? The last one was released in January 2006.

Run
3 Jun 2007, 17:25
tehceech sounds remarkably like "Cheech" so i'm just going to assume that and point out that he's a professional forum troll
there's no point replying to anything he says because he isn't receptive to any form of reasoned argument
here's a nice handy link (http://forum.team17.co.uk/profile.php?do=addlist&userlist=ignore&u=53744) for everyone's convenience

SilPho
3 Jun 2007, 18:51
It's also worth pointing out that it's not Team 17 that are developing this patch.

Melon
3 Jun 2007, 20:29
Might as well use the opportunity to show off the maps I've made, in hope it won't take much longer until they're playable by everyone.
*INSERT REST OF QUOTE HERE*
I took a look at those maps, and although the go from A - A, B - B concept is nice, it just doesn't work when the space is massive. Yes, I am talking about the largest one there. You really really need to give arrows pointing to important places like where you need to go to reach the next letter, or even to were the start of the damned map is.
In the empty spaces you've got things like walls and dots about the place. You could use them to create "signposts" to show you what direction the end gate for that letter is. It really really really needs that. If I was playing that, I'd have given up because I was hopelessly lost.

bonz
3 Jun 2007, 20:37
FYI, it's not Team17 that are working on the patch, but rather Deadcode and CyberShadow.
That means your calling the latter two a "useless pile of garbage".
I refuse to tolerate such comparisons, no matter if you're a dedicated forum troll. :mad:
Now someone IP ban that jerk.

GoDxWyvern
3 Jun 2007, 21:49
I took a look at those maps, and although the go from A - A, B - B concept is nice, it just doesn't work when the space is massive. Yes, I am talking about the largest one there. You really really need to give arrows pointing to important places like where you need to go to reach the next letter, or even to were the start of the damned map is.
In the empty spaces you've got things like walls and dots about the place. You could use them to create "signposts" to show you what direction the end gate for that letter is. It really really really needs that. If I was playing that, I'd have given up because I was hopelessly lost.
Hehe, the danger of getting lost is there, but it's seldom in the places where you have to go from [letter] to [letter]. You have the choice to either stop roping and move your mouse to find the correct way or just rope around until you get there, either method works fine. You'd be the first to give up because of that. ;) It's more likely to occur at the start of your turn, not being sure about whether you just came from the left or the right tunnel. I definitely can't be arsed to add signposts to the whole map, though. :p Really, it's not half as bad as it looks.
Oh, and the starts of these maps aren't really that hard to find, particularly not on the map preview. Also, the beginning of the 4th map is right in the center, so you just need to do a click after the game starts.

yakuza
3 Jun 2007, 22:54
To be fair, I don't think Team17 ever officially claimed they stopped working on the patch they promised us back in the begining of the 2000s. So from a technical point of view, Cheech has a point. Unless of course, someone can link me to the place where Team17 says they're not gonna fullfill their promise.

Taz
4 Jun 2007, 04:25
i tried to make a wide surf map but with only mspaint it sux.. someone could do wide surfs aswell.. like 6000 x something ;)

SilPho
4 Jun 2007, 12:42
Oh, and the starts of these maps aren't really that hard to find, particularly not on the map preview. Also, the beginning of the 4th map is right in the center, so you just need to do a click after the game starts.
When games with manual worm placements begin under patch 3.6.26.5, the game will always go to the center of a map, is that functionality being carried forward to the new maps, regardless of their dimensions?
I assume this is the case, (and I guess an alpha tester can confirm it) but if it isn't then some design considerations would be needed.

GoDxWyvern
4 Jun 2007, 14:12
It is indeed the case, otherwise the text you've quoted wouldn't have made a lot of sense. ;)

Metal Alex
4 Jun 2007, 16:59
I AM MAP (http://www.deviantart.com/deviation/56829771/)
seriously :O
As the explanation reads, click download at the left to get the big sized file. If it doesn't work fine on Deviantart, just tell me, and I'll try to host it elsewhere... I'm just lazy at the moment :p
I HAVE WORMS!! (This joke had to be said...)

Melon
4 Jun 2007, 17:01
The dimensions aren't divisible by 8. It won't work. It's a nice picture, but I can't see it really being useful for many game types.

Metal Alex
4 Jun 2007, 17:04
The dimensions aren't divisible by 8
They are, do the math.
Read the description :p The map is actually a hugeass of 2920 x 3840.

Melon
4 Jun 2007, 17:12
Oh OK. My bad then. The picture in DeviantArt didn't come out that big. I thought it always went full-size when you clicked on it. Obviously not.

Metal Alex
4 Jun 2007, 17:14
Oh OK. My bad then. The picture in DeviantArt didn't come out that big. I thought it always went full-size when you clicked on it. Obviously not.
You can make it look smaller, and since the image was bigger than most of the pc resolutions out there, I decided to make it more like a "preview" :p (and tell people to download ;))

raffie
4 Jun 2007, 17:43
One thing i'm not sure ppl realize is the weight of these huge maps, I've come across a map thats over a Meg in size. Say you are playing with 3 competitors and your upload is 128kbps.
Some1 do the math for how long it takes to upload 3 Megs @ 128kbps :p
How about - now that i'm on the subject - WA recognizing that you already have the map in your \Saved levels\ folder and not having to download it again every time?
EDIT: done the math; its gonna be 3 minutes and 12 seconds of sitting in the lobby...

GoDxWyvern
4 Jun 2007, 18:08
I had to upload 5x 1.7MB before, and my upspeed maxes out at around 16kbps. It still isn't that bad, if you have the ability to talk to the others while waiting. You don't want to crash ingame, though, that can get frustrating. ;)
How about - now that i'm on the subject - WA recognizing that you already have the map in your \Saved levels\ folder and not having to download it again every time?
That's being planned.

yakuza
4 Jun 2007, 23:23
Lmao.
Trippenz, why bother? No one takes you seriously.

bonz
4 Jun 2007, 23:40
This is why I wont release wa ce cuz thats how things get leaked.
Hahaha! :D
What a convenient excuse for you. :rolleyes:

franpa
5 Jun 2007, 03:32
what is trippenz talking about? he wont release it why? how can it get leaked if its released?
anyways, yea, just CRC or MD5 hash the map files so we dont have to keep downloading them over and over.

bonz
5 Jun 2007, 12:42
what is trippenz talking about? he wont release it why? how can it get leaked if its released?
He's obviously hasn't thought that out well.
But maybe he is referring to rendered ninjas that someone might extract and "leak" to somewhere else. :rolleyes:

Metal Alex
5 Jun 2007, 15:56
He's obviously hasn't thought that out well.
But maybe he is referring to rendered ninjas that someone might extract and "leak" to somewhere else. :rolleyes:
THOSE NINJAS ARE MINE :mad:

raffie
5 Jun 2007, 21:18
During the last 5 years i spent my free time making a whole new 2D worms game from scratch, it has everything u may image times two. Id hate to see it leaked tho thats why i only play it on a PC that isnt connected to the net.
Come to think of it, I'd better delete the whole thing and burn the hard drive to be on the safe side...

bonz
6 Jun 2007, 01:09
During the last 5 years i spent my free time making a whole new 2D worms game from scratch, it has everything u may image times two. Id hate to see it leaked tho thats why i only play it on a PC that isnt connected to the net.
Come to think of it, I'd better delete the whole thing and burn the hard drive to be on the safe side...
Oh, you too?
I already deleted mine 3 months ago and threw the HDD under a steamroller which pressed it into the tarmac of a new road.
It had rendered cowboys in it though. :-/

Metal Alex
6 Jun 2007, 01:53
It had rendered cowboys in it though. :-/
regardless of the conversation, that part is awesome.

Jerry
6 Jun 2007, 11:26
Soon I'll add done version this map.
Edit: There I added *Page3*

pisto
6 Jun 2007, 17:39
i tryed wyvern's kingsize rr #3....... aghhhhhhhh...............
i gave up at V, after 40 mins of racing....
btw, with squiffel's leaked alpha, that map doesnt work (it's made all solid with orange), I had to change the palette to 8 colours. this happens also with kingsize #4

DerTo
6 Jun 2007, 17:52
i tryed wyvern's kingsize rr #3....... aghhhhhhhh...............
i gave up at V, after 40 mins of racing....
btw, with squiffel's leaked alpha, that map doesnt work (it's made all solid with orange), I had to change the palette to 8 colours. this happens also with kingsize #4
Am I too stupid or how could you try these maps... is the new update already out??

yakuza
6 Jun 2007, 18:30
If you read his post two or three more times, you'll find the answer to the question.

DerTo
6 Jun 2007, 18:43
If you read his post two or three more times, you'll find the answer to the question.
and where can you get "squiffels leaked alpha" from??
(i dont know what leaked means... i only understand the half of the whole thread... i hate english..)

Muzer
6 Jun 2007, 19:38
"leaked" means that it got out of the secret tester's loop and is on the internet somewhere before it should have been released.

DerTo
6 Jun 2007, 19:45
and where can you get it from?

Muzer
6 Jun 2007, 20:15
I dunno, it's pretty hard to find. You could ask franpa, I think he has it, but if he does, could you send it to me as well? We kind of hate each other now.

lefortek
6 Jun 2007, 20:46
Can anyone make it'll work with Worms Armageddon (I mean 112 colors and file .PNG)? I have no programs, no my PC. Thanks ;)
I don't know if that don't work because i have no patch.
Nice map. ;)
Gotcha! (http://download.yousendit.com/D95F4C8053BC6B50)

Melon
6 Jun 2007, 22:54
Question time!
I've got about 4 days until I go home from my uni accomidation and lose my internet access until about mid-September. I've got some ideas for large maps, but I'd like to make one of them during these 4 days so I can release it before September. I'm only going to have time for 1 of them, so I'm going to ask people here which one they would most like to see.
Triple layered Team17 made to look like a randomly-generated map.
A rope race that's based on a large picture rather than just straight equal-width lines. It'll be hand-drawn.
A jetpack race based on a drawn image, like the rope race.
A map for a new defensive scheme idea I've got that may/may not work well, but I need to make the map befoe I can test it.
Basically, which would you like to see first? I'll release on here once it's done.

bonz
7 Jun 2007, 00:05
Question time!
I've got about 4 days until I go home from my uni accomidation and lose my internet access until about mid-September. I've got some ideas for large maps, but I'd like to make one of them during these 4 days so I can release it before September. I'm only going to have time for 1 of them, so I'm going to ask people here which one they would most like to see.
Triple layered Team17 made to look like a randomly-generated map.
A rope race that's based on a large picture rather than just straight equal-width lines. It'll be hand-drawn.
A jetpack race based on a drawn image, like the rope race.
A map for a new defensive scheme idea I've got that may/may not work well, but I need to make the map befoe I can test it.
Basically, which would you like to see first? I'll release on here once it's done.
Make a triple layered Bow & Arrow map.
That means lots of small objects (like smilies, dots,...) about the size of a worms head randomly placed across the map.
Fill the lower part denser and the upper part with less objects than the middle.
Trust me, this will be played a lot.

Melon
7 Jun 2007, 10:17
Make a triple layered Bow & Arrow map.
That means lots of small objects (like smilies, dots,...) about the size of a worms head randomly placed across the map.
Fill the lower part denser and the upper part with less objects than the middle.
Trust me, this will be played a lot.
Nice idea. That'll be quick to make. I can spend more time on the other's then. I'll see what I can come up with. I'll try to be interesting and original if I can. Hmmm..

pisto
7 Jun 2007, 13:24
and where can you get it from?
emule
nolowerlimittomessagelengthplz

xJoEx
7 Jun 2007, 18:09
The big jetpack race would be supreme... I hope you decide to make this.
For Melon and Bonz, I've uploaded to wmdb a 3 decker BnA map that NotWorthy and CyberShadow made... http://www.wmdb.org/5011
I really hope this is okay with you guys (I'd have asked you first but mIRC isn't set up on this computer). :X

GoDxWyvern
7 Jun 2007, 18:16
You shouldn't upload maps to wmdb that are not your own, particularly if you haven't asked the creators (who are not CyberShadow and NotWorthy, by the way, they only stuck three normal BnA together). But that's just my opinion.

Melon
7 Jun 2007, 18:27
The big jetpack race would be supreme... I hope you decide to make this.
For Melon and Bonz, I've uploaded to wmdb a 3 decker BnA map that NotWorthy and CyberShadow made... http://www.wmdb.org/5011
I really hope this is okay with you guys (I'd have asked you first but mIRC isn't set up on this computer). :X
Why would I care if someone made another one? Loads of people will make large BnA's. I was just wondering what map people would like to see first, as you most likely won't see any of the ones I'm going to make until mid-September. I wasn't actually going to make one THAT tall, but more like double height, maybe a bit wider.
Besides, mine's going to be fruit themed, what could be better than that?
I will be making all of the maps I mentioned up there, but you may not see them for a few months. The race maps might not necessarily "big" as in length-wise bigger than what we get already, but instead I will be drawing images designed specifically for racing around. The map size will be bigger, because there will naturally be space going towards the drawing itself, as opposed to current maps that are mostly just thin lines for walls. I just want to make something more interesting. Now that we have more flexible sizes, I don't see why we necessarily need to cram the races into as small a space as possible.

Run
7 Jun 2007, 19:30
This is something that MapGen ought to be able to do
hintedy-hint hint ;)

Melon
8 Jun 2007, 15:01
Well here it is. I decided to make it 3x as tall as a regular map and the same width, because it plays better taller (I imagine, I haven't actually played on bigger maps yet, largely because I can't).
http://www.kieranmillar.com/wa/fruit_bna_by_Melon.png
Not terribly interesting looking, but it's a BnA. They never are.
P.S. @ Run, does MapGen allow for bigger maps, because as far as I'm aware, the last version was a year ago.

franpa
8 Jun 2007, 16:09
that looks great !

Run
8 Jun 2007, 16:18
P.S. @ Run, does MapGen allow for bigger maps, because as far as I'm aware, the last version was a year ago.
Not yet
hintedy-hint hint ;)

Jerry
8 Jun 2007, 16:39
RR #05, Resizes: 1984x2792 - http://img528.imageshack.us/img528/7683/hakfinnbigrr05ib1.png

bonz
8 Jun 2007, 18:52
Well here it is. I decided to make it 3x as tall as a regular map and the same width, because it plays better taller (I imagine, I haven't actually played on bigger maps yet, largely because I can't).
http://www.kieranmillar.com/wa/fruit_bna_by_Melon.png
Not terribly interesting looking, but it's a BnA. They never are.
Excellent map!
The dimensions are precisely how they should be.
You get awesome shots with a border around it, as the shapes of the fruits give you crazy mine rebounds.

Chip
9 Jun 2007, 22:29
Wow, look at all them bigger maps........jsut a pitty we don't have a public version of the game that supports them :p

Das BrÜce
13 Jun 2007, 14:16
Does anyone have more big RopeRace or shoppa maps? I have already all from wmdb! are there more?

Jerry
16 Jun 2007, 19:40
Any new maps?:)
Btw: What scheme you guys prefer for new large map? :cool:

bonz
16 Jun 2007, 19:58
What scheme you guys prefer for new large map?
BnA with 250 mines & 48 worms.

Jerry
19 Jun 2007, 13:37
Big rr - 3968x3712, made by FnI`Eman.
http://download.yousendit.com/F369BF88018F10EF

RaTTi
19 Jun 2007, 14:20
Big rr - 3968x3712, made by FnI`Eman.
http://download.yousendit.com/F369BF88018F10EF
its a ooooold one :cool:

SilPho
19 Jun 2007, 16:01
We have a pretty nice collection available here, I know some people are planning to work on some in the near future once exams and stuff are done, do we have anyone else who hasn't posted anything or would like to let us know of an imminent release?

pisto
19 Jun 2007, 16:20
We have a pretty nice collection available here, I know some people are planning to work on some in the near future once exams and stuff are done, do we have anyone else who hasn't posted anything or would like to let us know of an imminent release?
cs wrote today in a post (that was immediatly deleted) that the patch will be released soon

SilPho
19 Jun 2007, 18:08
Was kind of talking about map releases.
I guess we're all fairly sure the patch is being released "soon" but the way I see it, the longer we wait, the more maps we get to play with when it arrives.

franpa
20 Jun 2007, 04:34
the main reason you got maps to play with is from me releasing that leaked alpha to some rather insecure people ;)
edit: but then again, i must have gotten it from some rather insecure people to begin with ;)

Jerry
20 Jun 2007, 12:24
Big RopeRace #06 (1080x7184) by me: http://www.wmdb.org/5059
Hurrell, when you'll add here this MapPack, test all maps first. Maybe some maps will not work. ;)

SilPho
20 Jun 2007, 15:17
Good suggestion Jerry. Although I think someone who already has the leaked alphas can test it and report back.
Personally I wouldn't install an alpha patch unless I was an alpha tester, don't see the point otherwise.

Split
20 Jun 2007, 17:58
I have a shopper that I made for the upcoming patch... Nothing special but apparently them over at wmdb like it..
http://wmdb.org/5030

Jerry
24 Jun 2007, 15:17
I made a Big Shopper, size: 2000x1392.
Making this map occupied me a bit time, maybe it'll be good for playing tournaments like WormOlympics etc. We will see.
http://download.yousendit.com/EF81B96C2840192F
I hope you guys will enjoy it.
Greetz. ;)
Edit: I corrected one pixel.

RaTTi
24 Jun 2007, 15:45
gr8 work hakfinn ;)

SilPho
24 Jun 2007, 20:17
http://rounddonut.co.uk/worms/index.html
We have version 1 of the big map collection.
First post updated. Please let me know what you think of this and of any changes that need to be made in regard to names, organization etc.
I'm releasing this now because I'm going to be away for a few days and figured if the patch is released in that time at least most of the hard work has been done for everyone. If not I'll add more when I get home.

DeeKay
25 Jun 2007, 00:48
Please let me know what you think of this and of any changes that need to be made...
I think the "**** TEAM17" map should be removed (known as 'CRUxDeez_deez31.png').

Muzer
25 Jun 2007, 17:09
Just DL the clean version

mtcrew
25 Jun 2007, 22:00
Here is a new scheme for when the patch is released ;)
Maps:
http://rapidshare.com/files/37033969/Stealth_Big_Tower_RaceBG.png
http://rapidshare.com/files/37280361/Stealth_Big_Tower_Race_02.png
Scheme:
http://rapidshare.com/files/37280560/Tower_Race2.wsc

karseet
26 Jun 2007, 03:04
I made a Big Shopper, size: 2000x1392.
Making this map occupied me a bit time, maybe it'll be good for playing tournaments like WormOlympics etc. We will see.
http://download.yousendit.com/EF81B96C2840192F
I hope you guys will enjoy it.
Greetz. ;)
Edit: I corrected one pixel.
hey hakfinn, how long did this one take you to do? Looks like it too ka lot of time to create this map :)

karseet
26 Jun 2007, 03:06
Here is a new scheme for when the patch is released ;)
Maps:
http://rapidshare.com/files/37033969/Stealth_Big_Tower_RaceBG.png
http://rapidshare.com/files/37280361/Stealth_Big_Tower_Race_02.png
Scheme:
http://rapidshare.com/files/37280560/Tower_Race2.wsc
The image “http://rs106cg2.rapidshare.com/files/37033969/596435/Stealth_Big_Tower_RaceBG.png” cannot be displayed, because it contains errors.
when I try to download it. Second map works though. How do you play this scheme/map anyways?

mtcrew
26 Jun 2007, 20:56
Karseet, just checked out link and ur right it was not working for one reason or other so here is the new link of my first map------------------------->
http://rapidshare.com/files/39513519/Stealth_Big_Tower_RaceBG2.png
Also here are the rules: Every player starts with 2 worms. For a short game you only need to get one worm to the finish at the top of the map. For a full game you get both OR as many as the weakest player if someone plopped one... You rope to the finish like a RR using weapons to your advantage (knocking players back down towers or plopping etc.) No AFR rules however so anything can be used how you want. hope this helped ;)

Jerry
26 Jun 2007, 21:08
hey hakfinn, how long did this one take you to do? Looks like it too ka lot of time to create this map :)
This occupied me some 3 weeks. First I drew this on paper (In free time, when was bored) and later I started to make that in Paint Shop Pro 9. I wanted to make nice map with good strategy and I hope players will enjoy it. We need just wait for new update. :D If I will find more free time that I will make probably next map. I greet.
Edit: Hurrell, I corrected my Big Super Sheep Race, add it for Map Pack: http://www.wmdb.org/5085

SilPho
27 Jun 2007, 12:28
Updated version available: The "anti-team17" map has been removed and Hak's updated SSR is there.

kikumbob
27 Jun 2007, 14:45
The "anti-team17" map has been removed Why would anyone make a map like that? Why?:eek:

SilPho
27 Jun 2007, 16:02
Noting the web address linking to Trippenz' old site makes me wonder... (I think that's what the address is).

karseet
27 Jun 2007, 22:22
This occupied me some 3 weeks. First I drew this on paper (In free time, when was bored) and later I started to make that in Paint Shop Pro 9. I wanted to make nice map with good strategy and I hope players will enjoy it. We need just wait for new update. :D If I will find more free time that I will make probably next map. I greet.
I just checked the map and I found that the map dimensions are not divisible by the right amount, rendering your map unplayable within the game. Other big shoppers created so far are in working condition (dimension-wise)

Jerry
27 Jun 2007, 23:47
I just checked the map and I found that the map dimensions are not divisible by the right amount, rendering your map unplayable within the game. Other big shoppers created so far are in working condition (dimension-wise)
Well, ok. You need just wait for oficially update (3.6.28.0).

Metal Alex
28 Jun 2007, 00:51
Well, ok. You need just wait for oficially update (3.6.28.0).
make sure that the height and lenght is ble to be divided by 8, otherwise, not even the official update will do.

Jerry
28 Jun 2007, 05:50
make sure that the height and lenght is ble to be divided by 8, otherwise, not even the official update will do.
Man, I'm pretty sure it is ok. I know about big maps. That'll work with 3.6.28.0 Beta ;)

SilPho
28 Jun 2007, 13:23
The big shopper is 2000x1392. Both are divisible by 8. What's the problem?

kikumbob
28 Jun 2007, 13:26
This is simply one of the most useful threads I have come across in a while. Hurrell won my soul.

catbeef
28 Jun 2007, 22:27
the worlds biggest battle race shall be mine!

bonz
28 Jun 2007, 22:28
the worlds biggest battle race shall be mine!
You wanted to say: "The worlds biggest battle race that no one can and will play."

kikumbob
29 Jun 2007, 00:22
Id actually rather fancy a eyewateringly long battle race. Just as long as we get some sort of game saving feature implemented. Just imagine the pride at finally winning this huge race after several months of coming back to it.

ItsYours
29 Jun 2007, 01:08
Its here. (http://www-users.york.ac.uk/~js519/Bismarcks_giant_rope_race_adventure_v1.PNG)
No-one knows me here, but I thought I'd post my sweet new map for everyone to look at anyway.
Its a rather large rope race. Not sure if anyone has done this yet, but it contains a few features that require the largeness of maps, i.e. its not just an extended normal rope race. The tunnels are "w2w size", which I thought would be pretty interesting - works quite well I think.
Its currently done entirely in ms paint, so I think it could be compressed more.. but I can't seem to do this (using the gimp) without the colours screwing up in game, so it looks like its gonna stay at 1 meg unless someone kindly smallerifies it for me...
I haven't managed to finish it in one turn yet, as I suck, so give it a go and let me know your time if you can do it.
Jamie
Edit: Did it - took me 4 minutes 10 seconds

SilPho
29 Jun 2007, 11:07
Will be added to the next version. Nice work and welcome to the forums.

CyberShadow
29 Jun 2007, 13:59
I have uploaded some of the maps that were used during alpha testing to http://gallery.thecybershadow.net/v/Maps/BigMaps/ . Some maps are remixes / resizes / collations of maps by other authors (and are mostly their intellectual property). I accidentally added them thrice though, and can't seem remove the other 2 copies - so ignore them :)

SilPho
29 Jun 2007, 14:07
Do you think those authors would mind if I added them to the pack?

Jerry
29 Jun 2007, 15:08
Hurrell: Plz delete my Hakfinn #05 from Map Pack. It wont work good. I mean pixels :/ I need fix it.

Joeyjoejoe
30 Jun 2007, 03:03
Someone who moderates WMBD should make a map category 'Big Maps'.
Oh and I know Lex has 1 or more big maps up his sleeve ;)

karseet
30 Jun 2007, 04:01
Someone who moderates WMBD should make a map category 'Big Maps'.
Ditto. I was thinking of this earlier as well

Joeyjoejoe
30 Jun 2007, 04:04
Yeah, because I couldn't be bothered going through and getting the big maps right now.
And can someone compress the Byte Rope Maze map from Cyber's gallery and upload it somewhere because every time I've tried to get it my computer lags the worst I have seen because I don't have much ram (512mb)?
And this map (http://gallery.thecybershadow.net/v/Maps/BigMaps/Rope+race/Lex/lexrrgiant02.png.html) would be awesome if it worked. Can someone put it into dimensions that will work?

[UFP]Ghost
30 Jun 2007, 05:10
I have uploaded some of the maps that were used during alpha testing to http://gallery.thecybershadow.net/v/Maps/BigMaps/ . Some maps are remixes / resizes / collations of maps by other authors (and are mostly their intellectual property). I accidentally added them thrice though, and can't seem remove the other 2 copies - so ignore them :)
Anyone wanna put those in a zip that already downloaded them. I have low ram and firebox doesn't like images that are big.

franpa
30 Jun 2007, 07:51
it takes maybe less then 1mb to download any file no matter how big it is, because it would cache it on the hard disk while downloading thus memory never gets filled.

Joeyjoejoe
30 Jun 2007, 09:02
Ghost;588110']Anyone wanna put those in a zip that already downloaded them. I have low ram and firebox doesn't like images that are big.
I'll make a rar of all my big maps. It has all of Cyber's ones except for one (see my previous post).
EDIT: Uploading to rapidshare (about 23mb)
EDIT: http://rapidshare.com/files/40186429/Big_Maps.rar.html

SilPho
30 Jun 2007, 10:26
Version 3 of the pack will be coming shortly. (Hour or two).

Joeyjoejoe
30 Jun 2007, 11:36
Well now I have all the big maps from this thread, Cyber's gallery and WMDB, but that one I uploaded doesn't have the ones from WMDB.

kikumbob
30 Jun 2007, 14:49
Has anyone actually made an ultra big normal map? I'd quite like that.

SilPho
30 Jun 2007, 16:35
After a lot more work than I expected, the third installment is now ready.
We now have a total of 56 maps. I decided not to bother uploading the "clean" versions since removing a certain map has left the mildly crude maps not really warranting the "clean" versions.
This new version includes 9 mole maps by myself (someone had to make them) as well as all of the ones from Cybers gallery and a few others. I do need to grab the most recent maps from wmdb but this will do for now.
Click here for the download page. (http://rounddonut.co.uk/worms/index.html)
Edit: And in response to kikumbob's post, there is a large cheese map in this pack which is from the gallery, this is essentially a massive normal map.

MrTPenguin
30 Jun 2007, 16:42
I'm having problems with big maps. I haven't got a "SavedLevels" folder in my "user" folder, so I put the .png's in the "Import" folder. In there, the game doesn't see them. I created a SavedLevels folder and put one in there, but again there was no recognition of it.
How do I get these big png's loaded?!

SilPho
30 Jun 2007, 16:45
Importing is not supported. You were right to create the SavedLevels folder but you may have been looking in the wrong place. Once you are in the map editor you need to use the drop down menu just below the maps, there you can click on the folder names to find what you want.
Hope that helps.

MrTPenguin
30 Jun 2007, 17:02
Tyvm, Hurrel, I'm up and running with them now :)
(When I created my original SavedLevels folder, I browsed *outside* the editor instead of in it, hence my not succeeding.)
My gawd, these maps are big!

kikumbob
30 Jun 2007, 22:37
Does anyone know why I cant load this (http://www.mediafire.com/?5gmhiydl9j9) map? I get an "error opening file" message. It also happens with Metal Alex's WHY ME? map. Both have dimensions divisible by 8.

SilPho
30 Jun 2007, 22:54
It's not paletted. WA maps need to be lower than 112 colours, 64 is better. The one you've linked to contains 176,780 colours. WHY ME had few enough colours, but was not paletted. Will be fixed in the next version.
Is the doughnut one your creation or otherwise?

kikumbob
30 Jun 2007, 23:16
I got an image of the internet and edited it. So its half and half:p
Useful info, I'll go re-edit it in a bit.
EDIT: After doing that, I now have a new dilemma. At the start of the game, the worms refuse to be placed in holes in the ground. Instead the scheme reverts to the player manually placing there worm. So, no holes in the ground, no mole shopping.
On top of that, what I thought would become background became solid black ground, even though I used the right black.
Is it actually possible to have a circular mole shopper or am I just kidding myself??

GoDxWyvern
1 Jul 2007, 00:45
You may have used the correct black colour, but the colour depth decreasing algorithm you used might have messed with it - IrfanView's algorithm for instance makes RGB(3,3,3) out of RGB(0,0,0). One way to circumvent that (apart from using another algorithm), is open the map in your image software and fill the now wrong black with true black again.

franpa
1 Jul 2007, 01:12
and dont have multiple black, only the first black will be transparent.

SilPho
1 Jul 2007, 11:02
and dont have multiple black, only the first black will be transparent.
Surprisingly that is actually true.
Anyway, a circular mole shopper is technically possible (here's a fix of your map) (http://rounddonut.co.uk/worms/mole_doughnut.png) but it does come at a price, which I think this image (http://rounddonut.co.uk/worms/moleimage.png) shows. You will end up with crates and worms on top of the map, which isn't quite in the spirit of things.
To get holes in the map, you need to click on the new button in the map editor (near the water level bar) which will tell the map how many holes it is allowed. The catch with this is that it may place some girders outside of the circle.

kikumbob
1 Jul 2007, 13:07
but it does come at a price, which I think this image (http://rounddonut.co.uk/worms/moleimage.png) shows. You will end up with crates and worms on top of the map, which isn't quite in the spirit of things. I kinda predicted that. It was worth a try though.

cOol
1 Jul 2007, 23:21
bungeeeeeee http://wmdb.org/5108
:p

kikumbob
2 Jul 2007, 01:00
kikumbob would next like to see: Massive walk for weapons:eek:

Metal Alex
2 Jul 2007, 02:15
Hey, about the problem on my map: how can I easily make it be paletted? I mean, paint, and stuff? (I don't have photoshop :p)

Run
2 Jul 2007, 10:48
Hey, about the problem on my map: how can I easily make it be paletted? I mean, paint, and stuff? (I don't have photoshop :p)
I don't think you can with paint, which is annoying. Upload it here and someone'll help you out (or ask in the #worms IRC channel). How many colours do you want?

SilPho
2 Jul 2007, 10:49
I'll do it for you, won't take too long. I hope to get the next update to this pack sorted out today.

Metal Alex
2 Jul 2007, 18:43
I managed to make an incredibly SLOW method:
create it as a bmp, then, put it on import, load it, and resize it so it fits.
THEN, go back on windows, find the folder, copy the original, and paste it OVER the new resized one. voilá! there it goes! an incredibly slow method for something that would have been simple for others!

SilPho
2 Jul 2007, 18:47
So do you want to reupload your map or shall I fix the one I have?

Metal Alex
2 Jul 2007, 19:11
here, easier for you (http://img505.imageshack.us/img505/3176/whymebz6.png)

SilPho
2 Jul 2007, 21:23
64 maps are now in the pack. I've gone through wmdb and the recent posts in here, some maps have been corrected where needed.
With the growing number of maps comes the question of how people want it to be sorted. I've restructured a few of the folders and added an area for maps that don't really have a folder to fit in to at the moment. Please can someone tell me if they think this needs changing in any way.
I also think I'll put in a separate text file to let people know what to do about the less standard maps in there, the tower races, batty rope race and one of the ones from wmbd, DOMINATOR.
So if you think changes need to be made or you just have a thought about what I should include, let me know. Don't forget to submit your maps!
Download page. (http://rounddonut.co.uk/worms/index.html)

Jerry
3 Jul 2007, 12:32
Big Rope Race #07 by me, sizes: 3840x2088.
http://www.wmdb.org/5112

SilPho
3 Jul 2007, 17:24
Never ceases to amaze me how your maps always come out pretty much straight after the most recent update to the pack :p, but don't worry it will be in the next version.

redwraith
3 Jul 2007, 18:22
If one loads a map in W:A one doesn't know how big it really is (the size is not displayed in the map editor). Therefore I'd suggest to write the size (width followed by height) into the file name of every file. Hurrel, it would be awesome if you could do that for the maps in your map pack!
Furthermore, I think it would be nice to create a standard for map sizes to get some sort of system into the vast array of possible map sizes and to make it more easy to get an imagination of how big certain maps are. My suggestion is: Only multipliers (natural numbers) of the standard size of 1920 x 696 and of 696 x 1920 are allowed (e.g. 3840 x 1392 or 1392 x 3840 or 5760 x 2088). Additionally, the following sizes are allowed: a*1920 x 696, 1920 x b*696, c*696 x 1920 and 696 x d*1920 (a, b, c and d natural numbers), i.e. either width or height is stretched leaving the other one in standard size + the maps flipped. Everyone knows how big a standard map is and thus could easily conclude how big a certain "big map" is if these rules are used.
What do you guys think of my ideas?

SilPho
3 Jul 2007, 18:37
I think adding dimensions are probably a good idea. What about syntax, I think these two are the best choices.
[Dimensions]_[Author]_[MapName]
[Author]_[MapName]_[Dimensions]
But other ideas are welcome.
As for size standards, I guess that's up to the authors themselves. I'd say that each map will probably warrant it's own requirements, but if someone is starting a new map they may well start by scaling up 1920x696 anyway.

redwraith
3 Jul 2007, 18:49
I think adding dimensions are probably a good idea. What about syntax, I think these two are the best choices.
[Dimensions]_[Author]_[MapName]
[Author]_[MapName]_[Dimensions]
I think the 2nd one is best because in my opinion it's more reasonable to sort the maps by author than by dimension. An example: Wyvern_CurvyBoomRace_3840x1396.png.
As for size standards, I guess that's up to the authors themselves. I'd say that each map will probably warrant it's own requirements, but if someone is starting a new map they may well start by scaling up 1920x696 anyway.
Ok, it's up to the authors but I think orientating on the standard width and height would actually be a good thing. Then it would be easy to compare the sizes of maps: "This map has double width than a normal map", "This map has the size of 2 normal maps flipped over" etc. Moreover, one could create folders for different standard map sizes (minor reason).

SilPho
3 Jul 2007, 22:43
Author, Name, Dimension would be my first choice, and I guess if anyone cares enough they can change it themselves.

kikumbob
3 Jul 2007, 22:57
I took the liberty of changing all my maps to Type, Name, Author, Dimensions because I wanted them to be sorted by their type, which to me is the most logical way because then I can find the type of map that I need really quickly.

h2oz7v
5 Jul 2007, 02:20
I've edited the Forts map that came with the pack.
When playing it, we found the left side had an advantage because it had 3 clear ways into the middle.
I've added an extra way in from the right and moved the cat a lil.
After testing it, we found it plays much better. Here it is:
http://www.h2oz7v.shockv2.com/worms/Plutonic_Fortsiege_Edited_By_h2oz7v.png

Gnork
5 Jul 2007, 20:52
Here is some ***age for you people -- a big Thankx to DC and CS for making these kind of big maps possible xD
WallWarShoPpA --> 3840x2784 in 113 color, size 1.5Mb
http://www.wmdb.org/5126 or http://www.blamethepixel.com/file.php?id=2638
Very funny with 250 mines in it!

SilPho
8 Jul 2007, 19:08
New "Normal" map from me. It's a cavern Team17 style map 3x normal length and 2x normal height.
http://www.rounddonut.co.uk/worms/SilPho_LargeFruitCavern.png
This kind of map might not be made often because it doesn't play like a normal layered cavern, you can't fall off the edges because the border gets in the way. The worms can still drown because I've preset the water level.
The joins aren't perfect but it plays well, tell me what you think.
Oh, and the pack update will be coming soon, I hope.

Ingram
8 Jul 2007, 19:25
can sum1 send me the link to a patch tht will work on my worms armageddon,im gettin sick of downloading **** tht dont work,the one from wa site wont work as i havent got word,cheers

SilPho
8 Jul 2007, 19:49
...what? The update from the official site works fine. You don't need to have Word. (Although make sure you get 3.6.28.0 not just 3.

Ingram
8 Jul 2007, 19:55
when ive downloaded and installed the patch it says tht it cannot open word files for windows 6.0

Ingram
8 Jul 2007, 20:01
well it says cannot load word for windows 6.0

SilPho
8 Jul 2007, 20:16
So? The update itself will still work.
Although if you're desperate enough you can get a word file viewer from Microsoft. http://www.microsoft.com/downloads/details.aspx?FamilyId=95E24C87-8732-48D5-8689-AB826E7B8FDF&displaylang=en

zog
8 Jul 2007, 20:38
The joins aren't perfect but it plays well, tell me what you think.
I think giant Team17 ;). Might be a bit big to be playable though.
well it says cannot load word for windows 6.0
Sounds like you're downloading the readme and not the patch?

franpa
8 Jul 2007, 23:38
no, thats what you get with a earlier patch because it tries to open the help file (after installation) with wordpad which doesnt support word documents :P

Ingram
8 Jul 2007, 23:49
so wat do i do,this is so ****ing me off,i bought this sht game to play but all it does is freeze

franpa
8 Jul 2007, 23:51
go to wa.team17.com and download the 3.6.28.0 update instead, make sure you have a internet connection during install too, now reinstall worms then install this update.

CyberShadow
9 Jul 2007, 02:06
when ive downloaded and installed the patch it says tht it cannot open word files for windows 6.0
What Windows version do you have? The included ReadMe is a Rich Text file that is supported by Wordpad, which is shipped with every copy of Windows since Windows 95. It's possible that you have specifically chosen to uninstall Wordpad though. Still, that only affects the ReadMe, and not the install process.

franpa
9 Jul 2007, 03:10
What Windows version do you have? The included ReadMe is a Rich Text file that is supported by Wordpad, which is shipped with every copy of Windows since Windows 95. It's possible that you have specifically chosen to uninstall Wordpad though. Still, that only affects the ReadMe, and not the install process.
ive always had that error cybershadow, way way waaaay back, how does the installer execute the file? does it specify specific commands? maybe if it does, the commands arnt supported in some versions of wordpad by default?

CyberShadow
9 Jul 2007, 04:26
Considering that the ReadMe was written with WordPad, that would be quite odd.
The installer just opens the file with Windows' default association of .rtf files, AFAIK.

franpa
9 Jul 2007, 05:26
well, i just verified it with some help from cybershadow, its a "MS Word document" which wordpad doesnt support by default.

CyberShadow
9 Jul 2007, 05:41
Just to make things clear: what I said above was refererring to the ReadMe for 3.6.28.0, not 3.0 - the problem was with the 3.0 ReadMe, which is a Microsoft Word .DOC file renamed to .RTF.

NoCtrl
9 Jul 2007, 14:11
Hey guys,
Don't know if it has been done yet but i thought about making a w2w map that actually forces you to skim a large gap... (and survive it if you got Teststuff and inf low grav enabled).
Well here it is. Tell me what you think about it.
http://wmdb.org/5142
and a demo how to do it:
30269
btw. sorry for not posting something off-topic :p

Muzer
9 Jul 2007, 17:21
Yes. Download the 3.6.80 update, NOT the 3.5 or 3.0 one.

Joeyjoejoe
10 Jul 2007, 12:18
Woo can't wait for next pack.

SilPho
10 Jul 2007, 18:33
Ok, now that we're steering back on track.
Hopefully I'll be able to trawl BTP for some new maps as well as getting the newest from WMDB and here.
I suggest that if anyone has a request for new maps they post them here, we'll get a running list of requests and everything going so the community gets what it's after.
EDIT: Ok, as it turns out it's not hard to find the newest maps on the two sites, so once I've ordered the new ones, renamed all of them to include dimensions it should be ready to go.
Another thing, some of these maps include new rules. Shall we try to create a "Semi-Official Scheme Pack", so that if you're not sure what kind of settings a map will need, there's a scheme to help you out. (Feel free to throw ideas around).

SilPho
10 Jul 2007, 22:47
(Firstly, I know double posting is bad etc etc, but at least this way it gets your attention).
Version 5 of the "Big Pack of Big Maps" is now live. [Click here] (http://rounddonut.co.uk/worms/index.html)
We have amassed 79 maps for this one, all of which now contain the dimensions in their filename. There is some improvement that could be made to the foldering system as well as perhaps putting the maps in other categories. This version was put together fairly quickly in order to get it out to everyone.
As always, suggestions and comments are more than welcome as of course are new maps. But I would also like to ask anyone with map requests to post them here, and anyone who fancies making a map can then look here to find what is desired most.
Second to that, collaborating the schemes together may also help everyone make the most of these maps, Global Worming, Tower Race, Dominator amongst others are some of the new schemes that are appearing, couple that with what big maps (and more mines) does for other schemes, it would be great to have a central basis for new players to get the schemes.
I hope I'm not rambling too much, let me know what you think.
(One final point, unsorted version is still uploading, so give it 30 minutes).

[UFP]Ghost
11 Jul 2007, 04:56
couldn't download foldered?

BigBilly
11 Jul 2007, 08:45
The foldered one is broken! :)

Lex
11 Jul 2007, 08:56
Hey guys,
Don't know if it has been done yet but i thought about making a w2w map that actually forces you to skim a large gap... (and survive it if you got Teststuff and inf low grav enabled).
Well here it is. Tell me what you think about it.
http://wmdb.org/5142
and a demo how to do it:
30269
btw. sorry for not posting something off-topic :pIt's a cool game type idea, but I really don't recommend making popular a game type which depends on a teststuff version.

SilPho
11 Jul 2007, 12:19
Ok, that should have fixed it.

ChaosGhost
11 Jul 2007, 14:53
every time i import my map into WA it keeps saying its too big and asks if i want it to be cropped or made smaller..
how do i do it?

SilPho
11 Jul 2007, 15:43
You don't import them. You put them into the SavedLevels folder and then find them using the drop down menu in the editor.

ChaosGhost
11 Jul 2007, 15:45
You don't import them. You put them into the SavedLevels folder and then find them using the drop down menu in the editor.
i tried that aswell
it just says Error opening map file.

SilPho
11 Jul 2007, 16:00
Then your files probably aren't paletted correctly. They need to have 113 (or less) colours, of which one must be pure black. Look for a colour reducing process in your image editor, Paint cannot do this.

ChaosGhost
11 Jul 2007, 16:31
Then your files probably aren't paletted correctly. They need to have 113 (or less) colours, of which one must be pure black. Look for a colour reducing process in your image editor, Paint cannot do this.
Thanks, how do i do it in photo shop?

redwraith
11 Jul 2007, 19:17
Thanks, how do i do it in photo shop?
In Photoshop you should use "Save for Web.." instead of "Save As.." There you can choose "PNG-8", set the number of colours and try different colour reduction algorithms (Adaptive, Selective etc.).

janik
11 Jul 2007, 21:19
3840*1392 w4w
http://skeezu.net/~janik/wurth_w4w.PNG

franpa
12 Jul 2007, 09:31
lex 02 giant RR has invalid dimensions or something.
some mole maps have a full border which is gay.

KRD
12 Jul 2007, 15:36
lex 02 giant RR has invalid dimensions or something.
It's the other way around, version 3.6.28.0 can't yet handle that map because of its size. It should after the fix has been made, though.

Run
12 Jul 2007, 18:21
I finally finished by humungous CTF map! I'd been working on it since february but because I'm lazy (also, had exams) it never got finished until today. Took far too much effort, too - I'm never doing anything like this again
runctf.png (http://www.nanacide.com/stuff/runctf.png)
Oh yeah, there are lots of flags, but the only ones that count at the decorated ones in the corners (unless you want to play a "destroy all the flags" version)

BigBilly
12 Jul 2007, 18:48
Looks very nice run!

SilPho
12 Jul 2007, 19:43
I've recently noted the problem with the mole maps, I'll need to set the water levels for them.
Is there a way to ensure the water level is at the lowest possible level while still allowing worms to drown, I know right clicking allows for "water drops" but is there a short way of getting the next step up?

kikumbob
14 Jul 2007, 20:13
I've recently noted the problem with the mole maps, I'll need to set the water levels for them.
Is there a way to ensure the water level is at the lowest possible level while still allowing worms to drown, I know right clicking allows for "water drops" but is there a short way of getting the next step up? There was a problem with the mole maps?
I'd also like to request a big WfW map. I don't think one has been done yet.

SilPho
14 Jul 2007, 20:48
The 9 mole maps I made work fine, but you can't drown. Depends whether you want drowning to be possible or not.
So, first request is for a Walk For Weapons map. Anyone up to the challenge?

franpa
15 Jul 2007, 02:15
you also missed some big RR's -.-
theres others, ill add them to here? (http://www.mediafire.com/?fszyzahkzdr)

Joeyjoejoe
15 Jul 2007, 03:03
What the hell this is retarded. Watch this replay and fast forward the first turn until the worm is falling. When it hits the ground it gets 77 fall damage. then on the next turn I hardly go up the map and fall and get 40 fall damage. Why doesn't he get massive damage on the first turn?

franpa
15 Jul 2007, 03:14
generally fall damage is determined by when you touch a wall during the fall.

Joeyjoejoe
15 Jul 2007, 11:21
Hmmm, time to try again then.

SilPho
15 Jul 2007, 11:29
Franpa: Where did those two maps come from? But more importantly, who are the authors?

Joeyjoejoe
15 Jul 2007, 11:30
Ok, this time I dropped a worm from the top when I was placing them, and he only got 67 damage, then I dropped the next one much much further down, and still got 67 damage, so the velocity of a dropped worm must only be enough to deal 67 damage I guess....

SilPho
15 Jul 2007, 11:39
Perhaps they can go faster if they are flung downwards from a rope, you did get 77 with that first turn, but there does seem to be some significance to 67 when it comes to maximum fall damage.

franpa
15 Jul 2007, 12:53
dunno, got them from these forums...

Joeyjoejoe
15 Jul 2007, 12:55
Hmm, tomorrow I will try a wall spike at the top as fast and straight as I can and see how much damage I can clock up.

KRD
15 Jul 2007, 13:38
Don't bother, Joey. The fall damage limit comes from WA's object speed limit. Unless you have a teststuff version that removes or doubles the limit, 67 should be the most fall damage you can get; you just have to drop the worm from high enough for it to reach the maximum velocity.

franpa
15 Jul 2007, 13:43
one of the maps i posted above is good for testing fall damage.

SilPho
15 Jul 2007, 14:23
Franpa: A link perhaps for the maps? I need to know who made them. And secondly, the map you posted is what prompted this discussion in the first place.
Joe'ys replay of 77 fall damage must be due to the collision with the roof, that's what really separates it from anything else.

Joeyjoejoe
16 Jul 2007, 00:40
one of the maps i posted above is good for testing fall damage.
Didn't see the replay huh?

franpa
16 Jul 2007, 02:51
i dont know where i got them from exactly, it was ages ago when the leaked alpha was dominint. ive had them for months now. (some couldnt be played with the leaked alpha at the time tho)

Joeyjoejoe
16 Jul 2007, 08:42
One of them is Lex Giant rr 1.

GoDxWyvern
16 Jul 2007, 10:21
Yeah, and the other one is his second giant RR.

SilPho
16 Jul 2007, 11:30
...Having looked at the first one I guess I could have easily figured out that it was made by Lex, he has his name on it. Anyway, assuming the second one (tall) is by Lex as well, that means he has made 3. Because in the pack already is a huge RR by Lex which is very long lengthways. I'll add the tall one to the pack and call it the 3rd map by Lex.
On second thought, Lex, if you're reading this could you clear this all up for us?

franpa
16 Jul 2007, 11:43
the tall one was by lex.

GoDxWyvern
16 Jul 2007, 14:32
Right, the wide one was #2, almost forgot about it. The tall one is #3. ;)

SilPho
16 Jul 2007, 16:51
Ok brilliant, thank you. Hopefully we'll have another pack version online soon, I have a few maps from Hak (made by others) that need to be added in, not to mention the newest from wmdb.
Question, is it just me or does BTP have an incredibly small number of large maps at the moment.

zog
16 Jul 2007, 16:54
Question, is it just me or does BTP have an incredibly small number of large maps at the moment.
Not that many, no. I need to sort something out to make uploading easier and fix the previews so you don't download the whole map every time you view the file preview.
I was thinking about making a shell extension for windows so you could do right click -> upload to btp on any png in explorer. Along with W:AsP it could make the whole process much faster. Wish I had have done it a couple of years sooner though as it would seem a lot more useful then

Muzer
16 Jul 2007, 18:43
WAsP? Come again?

SilPho
16 Jul 2007, 22:43
Check BTP's latest news, it's a new download protocol inspired by TM:UP (Trackmania upload utility) for wormy stuff.
In light of the recent homebrew worm design contest, I think the WFW map request may recieve some nice submissions.

pisto
17 Jul 2007, 06:09
Don't bother, Joey. The fall damage limit comes from WA's object speed limit. Unless you have a teststuff version that removes or doubles the limit, 67 should be the most fall damage you can get; you just have to drop the worm from high enough for it to reach the maximum velocity.
there's a way to make fall damage huge with scheme options, just set the 11th byte of a scheme to FF (maybe other values could give even more fall damamge, but i havent tested).
a modified shopper scheme is here http://forum.team17.co.uk/showpost.php?p=584197&postcount=38

SilPho
17 Jul 2007, 21:37
Version 6 is now available.
http://rounddonut.co.uk/worms/index.html
I've decided not to include large maps from TheChallengeBase, however maps from wmdb and BTP are pretty much all in here. I might need to start checking HBW as well now that I know it exists.
Once again, any suggestions or new maps are very welcome.
EDIT2: They should work fine now, although I have decided that the next version(s) will be split up to make things easier.

franpa
17 Jul 2007, 23:49
there's a way to make fall damage huge with scheme options, just set the 11th byte of a scheme to FF (maybe other values could give even more fall damamge, but i havent tested).
a modified shopper scheme is here http://forum.team17.co.uk/showpost.php?p=584197&postcount=38
275 fall damage max, from just tele :)

Deadcode
18 Jul 2007, 02:20
EDIT: After doing that, I now have a new dilemma. At the start of the game, the worms refuse to be placed in holes in the ground. Instead the scheme reverts to the player manually placing there worm. So, no holes in the ground, no mole shopping.
Note that W:A will refusing adding holes to a map with more than 96 colors (97 including black). This is because the miniature girders are loaded from the terrain texture, which is allotted 16 colors (96+16=112).
A solution for this would be to use the small horizontal girder from Gfx*.dir, but that would be a little bit complicated currently, the map is generated before anything from Gfx*.dir is loaded.
Is it actually possible to have a circular mole shopper or am I just kidding myself??
As Hurrell pointed out, this wouldn't work nicely because worms, oildrums, mines, and crates would be placed outside the circle.
However, map layers are planned for a future version of W:A a 1-bit (black&white) control layer could exclude objects from being placed (for a circular moleshopper, this layer would be an inverted version of the circular solid region).

SilPho
27 Jul 2007, 10:22
Those map layers sound like a great idea. Would definately help in shoppers where you can pin point the drop zones.
Recently has anyone noticed the wmdb being offline? Haven't been able to access it for a few days.

Run
30 Jul 2007, 14:36
Recently has anyone noticed the wmdb being offline? Haven't been able to access it for a few days.
I heard from Niall/Ian that it had been deleted, and so had BTP
Sounded dubious to me though.

realfoe
30 Jul 2007, 17:42
I went on BTP yesterday.
couldnt get on team17 foum till today
WMDB seems gone gone gone away with no hint of delay..

SilPho
30 Jul 2007, 17:50
BTP seems fine, but WMDB has been down for a while.

GoDxWyvern
30 Jul 2007, 23:27
'tis back now, lads.

SilPho
5 Aug 2007, 20:18
Nice to see the wmdb online again, I've got a whole load of new maps that need to be added, if I have a great deal of spare time soon I'll sort out a pack of normal sized maps as well. (Make sure you bug me about it if you want to see it :P)

Melon
12 Aug 2007, 21:18
Here's my thoughts on rope races. They've never really been the best looking maps around. I mean, they're just thin lines with straight edges.
Now don't get me wrong, I understand the reason why. When maps were restricted in size, people tried to make them as long as possible, and so there couldn't be any space wasted. However, now that people have the freedom to make bigger maps, the only big rr's I've seen have followed the same dreaded art style. Thin, boring, straight lines.
Yes, it's functional, and that's the most important thing about a map, there's no point in it looking good if it's unplayable. But wouldn't it be nice to rope around a level that looked AND played good?
I think you know where this is going.
I've had a shot at trying to make such a map. It's taken me ages, and wasn't as large or as long as I might have originally hoped for, but I tend to think of it more as a "concept". Well, that or I'm just lazy.
Construction RR
http://www.kieranmillar.com/wa/constructionrrthumb.png (http://www.kieranmillar.com/wa/construction_rr_by_Melon.png)
(Yes it's a thumbnail, click it for the proper sized one.)
Comments will be greatly appreciated.

GoDxWyvern
12 Aug 2007, 22:40
This map rocks so much. The useful cloud deserves to be a worming meme. More please!

CyberShadow
13 Aug 2007, 11:41
Love the Lemmings reference :D

bonz
13 Aug 2007, 11:57
Awesome map there, Melon!

Run
13 Aug 2007, 13:44
I imagine most rope-racers will decry it as too cluttered for an RR map, so as good as it is aesthetically I doubt it will catch on. But you're right, most RR's really do need a little more effort in the graphics department.
In any case, nice artwork, I also enjoyed the 'useful cloud' :D

Melon
15 Aug 2007, 19:33
I imagine most rope-racers will decry it as too cluttered for an RR map, so as good as it is aesthetically I doubt it will catch on.
I too think it won't catch on. I've thought that since I started making it. After all, all the artistic flair is entirely unnecessary. However, I wanted to do it largely because I could, and because it's original.
I hope that I will inspire someone else to do the same sort of thing, or at least encourage people to think more about how their rr maps look. Even if I don't, I'm not fussed either way.
I probably won't make another rr. Another map, yes, but not an rr.

GoDxWyvern
15 Aug 2007, 21:30
I probably won't make another rr. Another map, yes, but not an rr.
Yes, you will. Yes, you wiiiiiill. @_@

Cueshark
16 Aug 2007, 13:04
I agree about what you said about rr maps.
It would be quite cool to have a map which was linear but without the passages all being bunched in a tightly packed maze. Then you could use the outside areas to make it look interesting without cluttering up the pathways.

kikumbob
16 Aug 2007, 16:55
I like the fact that i can go round again :D

awanderlus
30 Aug 2007, 22:04
Could somone please rehost the last version of this? I would really like the maps. Thanks!

awanderlus
1 Sep 2007, 02:52
really? no one could throw it up real quick? please?

awanderlus
1 Sep 2007, 19:26
ok, it is really easy to put a file on rapid share, can't anyone upload the foldered version of this mappack please?

SilPho
2 Sep 2007, 17:13
Apologies, new Linux server is case sensitive which broke the link
http://rounddonut.co.uk/Worms/Index.html
That's what you need.

awanderlus
3 Sep 2007, 00:57
Thank you so much. I read all about open hospital. I can not wait till the day that I can play that. Your ideas sound great. Thanks again.

awanderlus
3 Sep 2007, 01:04
the server change seems to have corrupted the file. i am getting a "bad offset to local header" error every time i try to open it. i have used winace and winzip. no luck.

Shirdel
4 Sep 2007, 14:36
I've got a Giant RR map. Once BTP manages 2 load it up I'll give u the link 2 it.
Oh, and it's only the Foldered Version that doesn't work. The Unsorted Version is fine.

SilPho
5 Sep 2007, 18:04
I'll try and do a new version tonight. Then the uploads will probably be in two parts.
I am wondering though, which version to people use most, foldered or unsorted?

sergelac
5 Sep 2007, 18:49
foldered is better

SilPho
5 Sep 2007, 21:08
Hopefully more people will let me know which version they prefer. In the mean time both versions are still available.
Due to the increased file sizes I've split the versions up in to two parts of a single RAR file, this means you will need to download BOTH of the parts before any of the maps will be unzippable. I apologise for this and may sort something out in future, but this will do for now.
For those of you who did have Version 6, you can just download the new maps.
And one final note, the numbers don't seem to match up exactly, the Foldered version seems to have 4 extra files in it, which makes it 46 more than V6, and the new files are only 41 in total, so there's something wrong somewhere but it will do until I have a lot more time to sort through it.
So, here you go! (http://rounddonut.co.uk/Worms/Index.html)

[UFP]Ghost
6 Sep 2007, 00:21
foldered version is the best.

SilPho
6 Sep 2007, 19:03
I'm glad people think that, means I just hope I've ordered them correctly.

Shirdel
6 Sep 2007, 20:13
There's a slight problem.... I don't have WinRAR. Could you change it too a ZIP folder? WinZip's much more popular than WinRAR anyway.

sergelac
6 Sep 2007, 20:40
There's a slight problem.... I don't have WinRAR. Could you change it too a ZIP folder? WinZip's much more popular than WinRAR anyway.
winzip 11 can open rar files

SilPho
6 Sep 2007, 22:19
Since XP can open Zip files it stands to reason that they are more popular than Rar files, the problem is that the zip files would be huge, 50+ MB each now, which are a pain for me to upload.
WinRar is free to download anyway, and I find it to be easier to use the XP's wizards.

sergelac
6 Sep 2007, 22:23
And one final note, the numbers don't seem to match up exactly, the Foldered version seems to have 4 extra files in it, which makes it 46 more than V6, and the new files are only 41 in total, so there's something wrong somewhere but it will do until I have a lot more time to sort through it.
files only in unsorted :
AF1xR1ot3r_BigMapW2W_(1984x1856).png
MC_MC_(1280x16000).png
and these 2 files are the same (in unsorted)
DarkMitch_FlyForWeapons_(1920x3480).png
xWHAxDarkMitch_FlyForWeaponsOriginal_(1920x3480).p ng
you get wrong numbers because of hidden Thumbs.db files

CyberShadow
6 Sep 2007, 23:09
Ugh. Why hasn't anyone suggested a free alternative yet?
http://www.7-zip.org/ is completely free, open-source, and can unpack 7z, ZIP, GZIP, BZIP2, TAR, RAR, CAB, ISO, ARJ, LZH, CHM, Z, CPIO, RPM, DEB and NSIS, as well as having its own compression algorithm which beats WinRAR in most cases.

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