UPDATE 2011-01-08 This thread is obsolete, and I won’t maintain it anymore because …
…
tataa, AWS has created a much prettier, more readable, and better organized new thread here: Custom Levels - All User Made Creations...Welcome.Thank you, AWS, for taking over!
----- everything below this may be obsolete -----
This thread by
megagoten, collating descriptions of user-made levels has inspired me to create a new guide to user-made Eufloria maps, because, sadly, megagoten hasn’t visited the forum in a long time.
BIG thanks to megagoten for the inspiration and thanks also for what I have stolen from your post.
So, here’s an overview of the custom maps I’ve downloaded so far. I believe these are all maps that have been posted in this board.
Please let me know if you’ve found a (working) map not included here. It can also happen that some older maps here will crash or show odd behaviour in the latest versions of Eufloria. Please let me also know if this is the case so I can add a comment to those maps as I don’t have the latest information about the maps, I just collected them here.
Also, now that Eufloria v. 2.0.7 has two modes it might be good if you added to your descriptions whether the map is playable in both modes …
Here goes:
Lua User Maps (*.lua files)Author: annikk.exeDay & Night.lua, 2010-02-18
Descr. by annikk.exe:
Map Type: Open (non-linear), script-assisted
Difficulty: Hard
Features:- Unique procedurally-generated Spiral galaxy design
- Time-based day and night cycles, sunrise, sunset
- Highly aggressive supplemental AI for handling large scale swarming behaviour
Fluffy's Comet.lua, 2010-05-14
Descr. by annikk.exe:
Map Type: Small, semi-linear
Difficulty: Medium
Features:- First outing for new Gravity Engine - a Comet sweeps through the galaxy every 7 mins as it orbits the sun, bringing extreme terror!
- Infected AI Engine
- The Sun's Core Energy rises and falls depending on the distance of the Comet
To win, capture all
habitable asteroids - ie everything except the Sun and the Comet.
Defeat occurs if you lose all your asteroids.
fluffyland.lua, 2010-01-19
Descr. by annikk.exe:
Here is
my first attempt at a level. It's pretty basic but should hopefully be fairly hard... all feedback appreciated. :>
(bold and red by me, Tom aka Bonobo, I thought it would be nice to take note of Annikk’s first map
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)
The Infected Empire Suite
Infected Empire.lua, 2010-04-03
Descr. by annikk.exe:
Map Type: Open (non-linear), Custom AI
Difficulty: Hard
Features:- All-new AI, completely seperate from the AI used by the original game
- Background flashes red when you are about to be attacked!
- Procedurally generated spiral galaxy
This one was quite complicated to make... :>
Infected Empire Epic Edition.lua, 2010-04-03
Descr. by annikk.exe:
Ready for a challenge on a greater scale, and have several hours to spare? Why not try
Infected Empire Epic Edition!
[in this map there are 80 asteroids instead of 32]
Slightly Poorly Empire.lua, 2010-04-03
Descr. by annikk.exe:
Infection giving you trouble? Why not try
Slightly Poorly Empire - you should be able to win with nothing more than a day in bed and some ointment !
[in this version the AI starts with a lot less seedlings, so it should be easier to win]
Infinity.lua, 2010-05-30
Descr. by annikk.exe:
Map Type: Very Large, Open
Difficulty: Medium/Hard
Features:- Gravity
- Infected AI
- Numerous level-specific mechanics, which I shall leave you to discover for yourself..
To win, capture all asteroids.
Defeat occurs if you lose all your
habitable asteroids.
Remember to send some scouts to the comet as it passes... :>
Return to Fluffy Land.lua, 2010-01-31
Descr. by annikk.exe:
Battle through a collapsing asteroid belt, survive the zerg and surprise attacks, navigate past the pulsar and reclaim Fluffy Land as your own!
This level is
very hard. I don't expect any of you will win on your first attempt. You've all been asking for a hard level, well, you've got it. It is possible to win - I have beaten it. But yeah...this one should keep you guys busy for a while.
There's some pretty nice eyecandy if you get far enough though.. :>
Author: AWSAeon.lua, 2010-07-07 (new release)
Alpha.lua, 2010-05-05
Descr. by AWS: [..] it is a fairly easy map but the first 'half' of the level is a good fight, from there it becomes a little easier.
Binary Black.lua, 2010-04-27
Descr. by AWS: It's called Binary Black mainly because the original, Binary, had lots of undulating colours, which i personally enjoyed, but was impratical for a general release. It is now toned down somewhat, to a more generally enjoyed dark mode arrangement.
Binary.lua, 2010-04-27
Descr. by AWS: For those who feel like their challenge wasn't quite enough, you can try it again but with this gratuitous, undulating colour scheme. which of course, has no effect on the difficulty of the level
EVE and EVE100, 2010-08-08
Descr. by AWS: [..] this is my 4th map and i think it is quite the business
the 100 version is the harder version. you start with 100 seedlingers.
eve is the unofficially titled '200' version.
i had previously considered the 100 version to be impossible, but Ytaker proved me wrong so a big thanks to you, sir.
Author: AxelField of Thorns.lua, 2010-04-04
Descr. by Axel: I hope it works for you guys, tell me what you think
Author: cinemabaroqueInvasion_Beta.Lua, 2010-02-07
Descr. by cinemabaroque:
[..] some of you might have played the First Contact level that I made last November, this is similar but with more polish and no random crash bugs!
Its a defense map where you have to hold onto your four home asteroids for twenty minutes. Lose them all and its game over.
I'm still tweaking the difficulty, I think its a challenge right now but its hard to tell when you've just played the same level ten times in a row to see if everything works ok.
Let me know what you think!
Level_Mid_Point_V1.lua, 2009-11-16
Descr. by cinemabaroque:
I've got a few more additions I want to make to the Battle of Midpoint but they're just fine tuning a couple of story elements.
Level_Mid_Point.lua, 2009-11-02
Descr. by cinemabaroque:
This is more plot driven and less of an outright slug fest. Have fun!
Level_Nemesis_V1.lua, 2009-11-16
Descr. by cinemabaroque:
The Nemesis level is now pretty hard, you'll have to fall back from time to time as I've finally gotten the AI to occasionally attack in force, it also will outnumber you by quite a bit so don't be afraid to retreat, its better to save your forward fleet from destruction than try to hold onto a couple of asteroids
Author: CryptonProject_Asteroids.lua, 2010-01-29
Project Asteroids v.0.5Descr. by Crypton:
Currently a Prototype, much more to be added, etc.. in a later release!Project Asteroids is a map/level addon that will (of course when 100% finished) generate dynamic maps to play on.
Check it out (See Attachment Below) and let me know what you think. I am still working on it, but so far it is working fairly well. I have only started tinkering with this game yesterday, however I am not new to LUA specifically.
Recommend trying it out default before digging around in the LUA code. However, if you decide to mess around with the config, you can find it up top of the LUA file, simply edit and read the comments for each setting to better understand what it will change.
PS. I had read that the Name function (To set a name for an Asteroid) does not work, anyone know if there is any fix being made for that or? Did not see it listed for "Next Patch"I still need to read up on many of the min/max values, though the list I had seen is missing a lot of information.
Anyhow, Much more options to be added and improvements to be made
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Enjoy!
Author: dragoonreasRecursion (WIP), 2010-08-03
Descr. by dragoonreas: This is the level I've been making over the past couple of days.
It's still a work in progress at the moment, but the current features of note are:
- A tree fractal algorithm to move asteroids in recursive orbits.
- Utility and feature functions for more modular code (not very neat at the moment).
- A debug mode for troubleshooting. This allows for things like the values of variables to be written out to a text file so you can check that they hold the expected value when the level is running.
I hope to update this further over the course of the coming weeks.
Author: jhchristDwarf Planets.lua. 2010-02-08
Descr. by jhchrist:
Dwarf Planets is a map with large bodies, each surrounded with smaller ones. I've wanted to play a map like this for a while, but couldn't find anything on the forums. After looking at the .level and .lua files from the built-in maps, I see why. Generating this map is done mostly through scripting, since I can't figure out how to express what I want through the XML while still maintaining the random aspect to maps. For those who want to go digging, the .lua file is somewhat parameterized, so you can change the kind of map you get with just a few changes to the source.
If anyone has any suggestions as to what parameters I can use to make the AI more aggressive, I would love to hear from you.
Author: MihhaeloNight Stalkers.lua, 2010-04-10
Descr. by Mihhaelo:
Pretty much the same as the first map [The Night Creepers], only this one has a random map and is a lot faster.
Convergence.lua, last edit 2010-10-27
Note by Mihhaelo: Because i've removed the enforced colour settings, it's highly recommended that you enable the Accessible colours option before playing this map.
The Dark Mirror.lua, 2010-07-02
Descr. by Mihhaelo:
New level, it lasts 5 minutes. At the end of the level you will be given a score. I would appreciate it if people could post their scores into this thread.
I won't be making any changes to this map now i've posted it, but any feedback may affect future maps, so feedback is always appreciated.
The Night Creepers.lua, 2010-04-07
Descr. by Mihhaelo:
Hi, attached is my first attempt at a map.
Feedback, suggestions and comments are welcome.
Although keep in mind that the code is the result of trial and error and i may not have the technical ability to implement said suggestions.
Author: njurstenLevel_Ladder.lua, 2009-11-24
Descr. by njursten:
Inspired by cinemabaroque I tried to change the behavior of the AI using scripting. It's kind of spastic sometimes, but generally I get it to concentrate most of its forces towards the frontier.
The map layout is kind of uninteresting. Started out as a try at the tower defense idea someone mentioned here on the forum.
[..] Please do comment on it.
Author: pastuhLevel_Revenge_v1.lua, 2009-11-10
Descr. by pastuh:
I tried to learn to make maps and analyze scripts.
Tested and saw that the asteroid can be made invisible (hide it behind a "wheel"..). (Its bug?)
Sometimes works and sometimes not. (I think 70% probability)
[..]
If all works, not only to me .. This I believe will be useful to create a much more interesting maps
P.S. Sorr for english.. Translated own language with google
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Edit: Added +2 asteroids to randomize. (now +4 random asteroids) And 100% invisible computer asteroid!
Edit2: Computer asteroid radius very important. Must be 300 or biger. If u change to 200, asteroid will be visible..
Computer asteroid shows up.. when u conquer asteroid with radius who reaches him... And u click on his (invisible) location/asteroid..
Edit3: Can't send specific number of units in this planet with mouse2, only with mouse1 (all)...
[One comment in that thread says it’s not invisible … I myself can’t remember. Ed.)
Author: Pilchard123UPDATED Rallypoint Demo.lua, 2010-12-04 (Version 1.2)
Descr. by Pilchard123:
NEW RELEASE.v1.2
Button/checks now relative to the screen, not the world. Should fix problems with Line 89 (GetCameraZoom()), though might throw up more.
Changed the text at the start.
Added map info at the start of the file.
Download in first post.
Might completely rehash the whole thing soon.
Working on a complete reworking of this stuff. What I plan to do is a follows:
- Rewrite the code almost from scratch, using snippets from the old version for thing I can't be bothered to type exactly the same.
- Add a way of indicating whether there is a rallypoint active
- Add "burst rallying" where only a small (controllable) proportion of the seedlings travel, and only once.
Author: RadManGrand Illusion.lua, 2010-06-20, 2nd release (3rd post!)
Descr. by RadMan:
[..] designed to take a long time to play, and if you do play, please give feed-back and report any problems
Old Style Maps (*.level files) ,
see attached ZIP archive. Please remember to visit the according threads and comment on these levels.
Renaming: Because of name conflicts, in the attached ZIP archive I have renamed all the
old style maps which originally were named level[1..6].level following this scheme:
[author’s nickname] - [level name the author gave either in thread title or within the code] (oldstyle).levelAuthor: crazeh.monkehcrazeh.monkeh - Capture the Flag (oldstyle).level, 2009-01-10
Descr. by crazeh.monkeh: It is more of a capture-the-enemy-base, type of thing, but I thought it was fun. It has a pretty moderate difficulty in my opinion, so it may be too easy for you guys. You start on the far right of the level, and your goal is to capture the enemy base on the far left.
Let me know what you think, and tell me what you think I should do to raise the difficulty a little bit.
Author: JamisJamis - Cutting Corners (oldstyle).level, 2009-03-26
Descr. by Jamis: Cutting Corners has a simple premise to it. You start at one corner on a grid, and your goal is to reach the opposite corner. The problem is that there are three other corners trying to do the exact same thing as you. Oh, and lets not forget the guy occupying the central asteroid. He's bigger, stronger, and more numerous than you.
This level features the new seed settings that I hope will balance my highly powered defensive tree problem.
I've also tried to increase the game speed a bit.
Please give it a play and let me know what you think.
Jamis - Return to Alpha Quadrant (oldstyle).level, 2009-03-20
Descr. by Jamis: The game has but one objective...conquer all 9 asteroids in the middle while retaining your starting base to win.
There are a few ways to go about massing up enough forces to do so, and I'll leave those to you to figure out.
The enemies are numerous, and as you approach the central asteroid, the enemies will get stronger and stronger.
Here are some of the game settings I've tweaked:
Trees are tougher with more hitpoints.
Seed attack range is greatly increased.
Seed attack damage is modified to accommodate for increased range.
As with all Jamis boards, defensive trees are a force to be reckoned with.
Inside the file, I have done my best to document the important things that some of you might find helpful.
I hope you all enjoy it.
Jamis - Return to Alpha Quadrant v.2 (oldstyle).level, 2009-03-25
Descr. by Jamis: I wasn't completely satisfied with how Return to Alpha Quadrant played out so I modified it up a bit.
There are now 13 central asteroids you will need to conquer, which allows for 9 computer players to be a part of the action (8 on the fray, and 1 central). Along with those 13 central asteroids, you will also need to take and hold the four closest asteroids towards the edge of the map. Two of those four asteroids you share with your neighbors, so hopefully you will be having battles on multiple fronts.
Defensive trees are still very strong, and I'm looking in to a way to remove them completely from my maps. If I figure that out, I will be putting out a .v3 and let you guys decide which map you like better.
Seed attack distance has been increased which makes them actually worthwhile now when enemy seeds are in their presence.
I've also standardized the seed speed stat across every asteroid to make things a bit more uniform. Asteroid strength still increases linearly as you approach the center of the cluster.
By default, the bottom right is where Player 1 will start.
I hope you all enjoy.
Jamis - The Grand Melee (oldstyle).level, 2009-02-23
Descr. by Jamis: Many asteroids with many enemies that attack right away.
Trees are cheap to make, have high points, grow fast, but they are limited in numbers.
Defensive trees have been hugely upgraded in strength. Do not underestimate them.
I have also included in the .level file all available options from the debugging menu that I could find. So, feel free to start doing your own tweaking and posting your own levels. (For those that don't know, just open the .level file with a text editor and start tweaking. Save your level, then load up Dyson and get seeding.)
This board is as close to a random map generator that I could make.
I hope you all enjoy it.
Jamis - The Grand Melee v2 (oldstyle).level, 2009-03-27
Descr. by Jamis: I think I've finally found a nice balance between strong defensive trees and seed attack strength.
The Grand Melee: Capture 11 Asteroids to win.
Jamis - The Grand Melee v3 (oldstyle).level, 2009-03-31 (this and the following have been posted further on in the above V2 thread)
Descr. by Jamis: I've downsized the defensive missiles blast radius. Tell me what you think.
Jamis - The Grand Melee v4 (oldstyle) tweak by Vanger.level, 2009-07-02, Tweak by Vanger.
Vanger’s description: Here, take your four minutes of safety.
By the way, if you concentrate on your home asteroid and three nearest, you aren't likely to be overrun.
Author: metarinkaThese levels are all included in
metarinka’s map pack, 2008-12-08
metarinka - Dearest Mother (oldstyle).level, 2008-12-08
metarinka - The Little Saplings (Easy) (oldstyle).level, 2008-12-08
metarinka - The Little Saplings (Hard) (oldstyle).level, 2008-12-08
metarinka - Means of Production (oldstyle).level, 2008-12-08
metarinka - The Rose (oldstyle).level, 2008-12-08
In this same thread User
kittehz attached a fix to “The Rose”:
metarinka - The Rose (oldstyle) fix by kittehz.level, 2009-04-11
Author: VangerVanger - A bird in the hand (oldstyle).level, 2009-06-28
Descr. by Vanger: My first level.
Easily conquer poor asteroids or go right and fight your way through the rich ones.
Vanger - Blunt (oldstyle).level, 2009-07-04 (I omitted the “?” in the file name because Eufloria doesn’t like it.)
Descr. by Vanger: Fast-paced level, may be hard.
Three rich asteroids in the corners of the triangle, four smaller inside the triangle and two aggressive AIs.
Vanger - Capture the Flag (oldstyle).level, 2009-07-20, posted in crazeh.monkeh’s thread (see above)
Descr. by Vanger: Here's my take. I've set trees to be cheap and weak and asteroids easy to capture. I think it's the way to go with CTF.
But I couldn't make AI aggressive enough, so fun at all - it's hopelessly easy.
The crew of the flag may play tough, though
Vanger - Strange tactic (oldstyle).level, 2009-07-02
Descr. by Vanger: Each conquered asteroid gives only +4 to your seedlings.
You have to capture the big asteroid, but if you choose wrong tactics, you won't have enough seeds to do it.
The losing text contains hint.
Vanger - Too old for this seed (oldstyle).level, 2009-06-30
Descr. by Vanger: I've played with trees getting "old" and not producing any seeds.
The key for successful expansion is, well, expansion
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.