Author Topic: Guide to user-made Eufloria maps (obsolete as of 2011-01-08)  (Read 216779 times)

Bonobo

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UPDATE 2011-01-08 This thread is obsolete, and I won’t maintain it anymore because …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.exe

Day & 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 ;))

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: AWS

Aeon.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: Axel

Field of Thorns.lua, 2010-04-04
Descr. by Axel: I hope it works for you guys, tell me what you think  ::)


Author: cinemabaroque

Invasion_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: Crypton

Project_Asteroids.lua, 2010-01-29
Project Asteroids v.0.5
Descr. 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 :) Enjoy!


Author: dragoonreas

Recursion (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: jhchrist

Dwarf 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: Mihhaelo

Night 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: njursten

Level_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: pastuh

Level_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  ;D :-X

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: Pilchard123

UPDATED 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: RadMan

Grand 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).level


Author: crazeh.monkeh

crazeh.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: Jamis

Jamis - 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: metarinka

These 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: Vanger

Vanger - 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 ;).
« Last Edit: January 09, 2011, 05:01:31 AM by Bonobo »

Rudolf

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Guide to user-made Eufloria maps!
« Reply #1 on: July 21, 2010, 07:10:56 PM »
Bonobo, good man. I have stickied this now so we at least have this at the top of the pile do people can easier find these levels!

annikk.exe

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Re: Guide to user-made Eufloria maps!
« Reply #2 on: July 22, 2010, 06:34:50 PM »
I sure am glad my name begins with A.  :>

by the way, you spelt my name wrong !  :P

Bonobo

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Re: Guide to user-made Eufloria maps!
« Reply #3 on: July 22, 2010, 07:26:15 PM »
Oh, you’ve separated thread already :o Thanks, though I’d wished for megagoten to turn up again sometime, mh…

I sure am glad my name begins with A.  :>
:D

Quote
by the way, you spelt my name wrong !  :P
Corrected, sorry.

BTW, apparently the [ size ] tag isn’t enabled (or is it due to the fact that I’ve set my browser to disable font sizes smaller than xx pt?). Do you see the second line in the post above smaller than the first one?

annikk.exe

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Re: Guide to user-made Eufloria maps!
« Reply #4 on: July 22, 2010, 07:27:19 PM »
The latter.


This looks big to you, right?

Rudolf

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Re: Guide to user-made Eufloria maps! (as of 2010-07-22)
« Reply #5 on: July 23, 2010, 12:45:53 AM »
This is soooo useful. Nice one!

Bonobo

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Re: Guide to user-made Eufloria maps! (as of 2010-07-22)
« Reply #6 on: July 23, 2010, 02:34:56 AM »
K thx @Annikk, and yes, the big text looks big. Now I needn’t wonder anymore … ;)

And @Rudolf: Nice that you like it so far. I hope to complete it soon now.
« Last Edit: July 24, 2010, 05:44:43 PM by Bonobo »

Bonobo

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Re: Guide to user-made Eufloria maps! (as of 2010-07-23)
« Reply #7 on: July 24, 2010, 07:14:44 AM »
<Ingrid>

Problem: All of the oldstyle *.level maps posted have names like “level1.level” through “level6.level” (although within the code there’s info so that the greeting panel shows the correct names, often preceded by “Level 7” or “Level 8” etc.)

I you download and simply put them in your “Custom Levels” folder, you’d get name conflicts except if you put them all in their own subfolders (then preferrably named for the authors).

Question @all: Would it make sense if I posted a map pack here with all the oldstyle maps renamed following the names which the authors gave them in the respective posts or in the code?

Pro: You wouldn’t have to rename any of these levels since I’ve already done all the work.

Con: This might seduce people to not give the authors their deserved honours and feedback.

Please let me know what you think.

</Ingrid>


done 2010-08-31
« Last Edit: August 31, 2010, 08:39:48 AM by Bonobo »

Bonobo

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Re: Guide to user-made Eufloria maps! (as of 2010-07-24)
« Reply #8 on: July 24, 2010, 09:53:48 AM »
(Sorry for all these Ingrids)

Help! I just wanted to save an updated version of the starting post and got this:

Quote
The message exceeds the maximum allowed length (20000 characters).

Could you please either allow more characters or let me somehow add another post right after the first one? <edit> done, big thanks @Eufloria Admin!  (Now, if I knew where the Karma button is …) </edit>


<edit>

For now I've split it between the 1., 3. and 4. post in this thread, was lucky that 3. and 4. were by me, too. But I’d definitely prefer if I could put all in the first post.

</edit>



<edit 2>

Finished, poooooh! 24.098 characters. Do you think it would be possible to allow this many in the first post?

</edit 2>


TIA Tom
« Last Edit: July 26, 2010, 02:13:16 AM by Bonobo »

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Re: Guide to user-made Eufloria maps! (as of 2010-07-24)
« Reply #9 on: July 24, 2010, 04:39:42 PM »
Changed post character limit to 80,000 characters, up from 20,000.

Bonobo

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Re: Guide to user-made Eufloria maps! (as of 2010-07-24)
« Reply #10 on: July 24, 2010, 05:16:12 PM »
thx @ youze multiple personalities :)

<edit>

Any ideas anyone concerning this question?

</edit>
« Last Edit: July 24, 2010, 05:25:44 PM by Bonobo »

Alex

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Re: Guide to user-made Eufloria maps! (as of 2010-07-24)
« Reply #11 on: July 26, 2010, 05:24:29 PM »
It's a good idea although it would mean a certain amount of admin on your part - as people add new maps you'd have to update the pack and provide date or version numbers. Alternatively if you wanted to do this you could to a weekly or monthly map roundup of maps released for that period. It's something we should probably be doing ourselves to be honest.

Bonobo

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Re: Guide to user-made Eufloria maps! (as of 2010-07-24)
« Reply #12 on: July 26, 2010, 05:47:59 PM »
No, no, I meant a map pack of ONLY those oldstyle *.level maps since they have names which will conflict (remember old dyson only being able to read the names “level[1..6].level”).

These levels I have renamed to the names their authors gave them in the threads where they submitted them.

The new *.lua maps I will only, as far as I’m able to do it, introduce here in the way seen in the starting post as I see no reason to create a map pack for them; also I think users should be “forced” to visit those submission threads in order to download the maps so that they have the opportunity to thank the authors and give feedback and heap karma on them ;)

OK, so then I’ll pack the old *.level maps in an orderly way and attach them to the first post these days. done 2010-08-31
« Last Edit: August 31, 2010, 08:41:32 AM by Bonobo »

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Re: Guide to user-made Eufloria maps (as of 2010-08-22)
« Reply #13 on: August 23, 2010, 05:18:47 AM »
If you renamed the map packs, and put either the author's name or a short three letter contraction at the end, that would

"Pro: You wouldn’t have to rename any of these levels since I’ve already done all the work.

Con: This might seduce people to not give the authors their deserved honours and feedback."

Remove the con side of it, and leave only delicious, tasty pro.

Edit. Afterall, if you increase distribution of their product, that is the greatest honour of all.
« Last Edit: August 24, 2010, 12:12:52 AM by Ytaker »

Bonobo

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Re: Guide to user-made Eufloria maps (as of 2010-08-22)
« Reply #14 on: August 31, 2010, 08:42:34 AM »
Added ZIP archive with all those renamed oldstyle levels to the first post. Please remember to visit the according threads of the authors and comment on their levels.

<edit>

I’ve also sent all the authors of these levels a personal message, informing them of this. I hope one day they will return to the Euflorium.

</edit>
« Last Edit: August 31, 2010, 09:11:43 AM by Bonobo »

crazeh.monkeh

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Re: Guide to user-made Eufloria maps (as of 2010-08-22)
« Reply #15 on: August 31, 2010, 11:33:05 AM »
Added ZIP archive with all those renamed oldstyle levels to the first post. Please remember to visit the according threads of the authors and comment on their levels.

<edit>

I’ve also sent all the authors of these levels a personal message, informing them of this. I hope one day they will return to the Euflorium.

</edit>

Holy crap. It's been almost two years since I even played Dyson. Now with this new big map pack I might pick it back up again. Thanks for including my meager little level, and super thanks for reminding me that this game existed and for giving me a reason to pick it back up. I may even try building another map or two.

Honestly, I'm a little impressed I remembered my password to log in. Everything is so different now.

Edit: Apparently it has been so long that I was unaware of the name change and that there was an official launch. Might be a while before I can afford the 20 bucks. :/
« Last Edit: August 31, 2010, 11:47:02 AM by crazeh.monkeh »

AWS

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Re: Guide to user-made Eufloria maps (as of 2010-08-31)
« Reply #16 on: October 23, 2010, 11:48:04 PM »
we seem to have 2 threads of similar nature..this one and one started by 'megatoten'...

is there a difference or should they become one with each other and the universe?

Widget

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Re: Guide to user-made Eufloria maps (as of 2010-08-31)
« Reply #17 on: October 24, 2010, 01:04:00 AM »
Megagoten's list is very dated, I don't think he's been about for a very long time now. To all intents and purposes this is the active version now.

Bonobo

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Re: Guide to user-made Eufloria maps (as of 2010-08-31)
« Reply #18 on: October 24, 2010, 01:20:06 AM »
As of NOW I’m still here and will udate the list if something new happens. Please let me know if there’s something I should have missed.

Warm greetings from cold and moist northern Germany, Tom

<edit>

… and in the beginning of the first thread I also mention megagoten’s thread and thank him/her cause that list was a good starting base for this one :)

</edit>

Bonobo

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Re: Guide to user-made Eufloria maps (as of 2010-11-03)
« Reply #19 on: November 03, 2010, 08:37:11 AM »
Added latest level by Mihhaelo (“Convergence”).

Go here if you don’t know what I’m talking about ;)

AWS

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Re: Guide to user-made Eufloria maps (as of 2010-11-03)
« Reply #20 on: November 04, 2010, 03:53:00 AM »
my newest map is coming along nicely. at the moment its entitled 'czar star' but that may be a little misleading as the action is not centred around just one roid.
still, its edging closer to completion so i hope i can add it to the ever growing list of user maps.
 
ps - ill be looking for testers so PLEASE , if you're interested, let me know (pm is best ...:)

AWS

Bonobo

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Re: Guide to user-made Eufloria maps (as of 2010-12-05)
« Reply #21 on: December 06, 2010, 04:23:06 AM »
Minor change in first post: Update to Pilchard123’s experimental map “Rally Points”.

AWS

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Re: Guide to user-made Eufloria maps (as of 2010-12-05)
« Reply #22 on: December 31, 2010, 04:31:53 AM »
ive been working on updating this thread to a much more clean, clear and easily readable version!!

im close to finishing all the 'new' maps (ie, .lua) so ill post that up as a newly titled thread if thats possible and acceptable. i think its necessary so we can eventually dispense with this one...  ;)

bonobo, ill be sending you the finished page soon and we'll see what we think, yes?!  ;D

heres to a new, clearer, more navigable user level thread...

AWS

Bonobo

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Re: Guide to user-made Eufloria maps (as of 2010-12-05)
« Reply #23 on: December 31, 2010, 10:03:07 AM »
Everything’s OK w/ me. I’m not emotionally attached to this thread … at least not in a way that I wouldn’t dispense it for a better one :)

Bonobo

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Re: Guide to user-made Eufloria maps (obsolete as of 2011-01-08)
« Reply #24 on: January 09, 2011, 05:02:32 AM »
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!

Greetings, Tom