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The Homeworld Legacy Map Pack (170 Maps!) V2.0 - Compatible with All Mods - UPDATES -

  1. #1

    The Homeworld Legacy Map Pack (170 Maps!) V2.0 - Compatible with All Mods - UPDATES -

    THE HOMEWORLD LEGACY MAP PACK

    The goal of this project is to bring the rich collection of fan-made maps from Homeworld 1 to Homeworld 2. So far over 170 maps have been converted and are included as working maps in the current release. Version 2.0 now allows the map pack to be compatible with ANY Homeworld 2 mod.

    NEW VERSION UPDATES
    -- Levels that have been reported to crash, lag unacceptably, or lack resources have been removed
    -- Resource Files have been added to restore HW1 gamestyle
    -- Code has been compiled for framerate boost
    -- File names have been changed for greater organization
    -- Ingame map names should now be accurate
    -- 100% of all maps have ingame thumbnail previews
    -- New Ingame Camera Scripts - Ingame Camera now functions properly even on the biggest maps.
    -- More levels have been added
    -- Credits folder added for additional information
    -- Added Compatibility for ALL Homeworld 2 mods and map packs
    -- Custom resource files no longer affect default levels
    MAP ARCHIVE - Browse through the map icons so far created ONLINE.


    Credit goes to all the great Homeworld 1 map makers and to PERL programmers: Doorslam, Druelchaos, and joelsdadb and Mac_bug for helping us find the errors.

    DOWNLOAD LINKS V2.0
    Version 2.0 ZIP Format

    DOWNLOAD MIRRORS
    Version 2.0 ZIP Format (Rapidshare)
    Version 2.0 ZIP Format (Megaupload)

    Installation Instructions
    1. Extract zip file to your \Homeworld2\Data\ Folder
    2. Your Done!


    If you have low system specs, judge wisely from map icons, if there are huge amounts of asteroids, you may not want to play that map.

    Coming Soon
    Mod Wallpapers and Logos
    Install instructions on Big and GRM1 formats

    Removed Levels
    Levels with lag, no resources, or reports of crashing may be found in the deathmatch/buggy/ folder. You can add them back to the main deathmatch folder if you wish to play or fix them. The folder they are located in indicates the specific problem with them (IE: "buggy/crashing/").

    Zatch's Resource Multiplier Patch
    Some people wanted the asteroids to have more RU per rock so Zatch was kind enough to make a patch that multiplies the amount each one has by 1x (default), 2x, 4x, 8x, or 16x. You can get his patch here. Just choose the folder for the multiplier you want and drag it's resource folder into the data folder.


    If a map generates an error, crashes, or lags too much, please report it here

    If anyone would like to help with this project feel free to PM me.
    Last edited by Tefeari; 5th Sep 10 at 6:48 PM.

  2. #2
    Kleiner Traum
    Guest
    Woah. Nice work.

  3. #3
    there are some issues I'd like t point out, so far i've tested all of the 6p maps


    all 7 and 8 player maps fail


    torus lags like hell
    twisted prsim has duplicate
    stremer6 hasa start point in an asteroid, exits match
    subIII6 works
    starpoint6
    showdown 6
    proteus6 lag
    planetary war invalid starts
    mobius lag
    mistaken Hs jump good duplicate
    mercenaries lag
    legacy lag
    koosh lag
    jovian rings good
    ixfield dispute lag
    grillworks
    genesis lag
    gasgiant good
    eclosion ultralag
    dustzone good
    dustfield lag
    dustball duplicate
    dna lag
    chainof fate good
    confusion lag
    azreal laggy
    attrition good
    aruna laggy


    any of those with valid positions I have made screenshots for to give to tefeari
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    http://warlords.swrebellion.com/

  4. #4
    Lost in the code... Mikali's Avatar
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    Awesome!

    Questions:
    When are you going to add harvestable clouds?
    Did you use the special (modded) asteroids that B1FF made for hwclassic?
    If not, you could include them and then release them as a gametype mod. You'd have to do that if you added the gas clouds anyway...
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  5. #5
    The 6 player versions of 7 and 8 player maps work and the V.06 version of the map pack will include them instead.
    Last edited by Tefeari; 18th Jun 05 at 11:57 AM.

  6. #6
    Arakarth
    Guest
    Pirates in the mist works fine, no lag

  7. #7
    Update Posted...

  8. #8
    Banned Viperslayer's Avatar
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    Very nice but I think that some of the maps are overdone, I'm using a 6,000$ Alienware computer and some of the maps caused my first lag ever using this new computer. I recommend that you tune down the number of resources in some of the bigger maps. But other than that, the maps look excellent

  9. #9
    Modern computers could support more asteroids in hw1 than hw2, for obvious reasons.

    These huge numbers in a more advanced engine will make some levels lag. If they lag unacceptably, please report them.

  10. #10
    Version 1.0 has been released. Maps now have level icons.

    Try the map archives also to browse icons in mass online.

  11. #11
    Lost in the code... Mikali's Avatar
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    I made a page on the wiki that discusses some of the issues related to map conversion.

    http://hw2.tproc.org/wiki/TutorialHW1Resources

  12. #12
    Ok,one REALLY odd thing...all the maps have the same background when you start them,even in the editor.

    Some maps will not load into the editor like when i try to load the 5p_SteelWaves map it say that it has 118 unreconized lines but nothing is loaded,that map is empty.

    Other maps have over 1000 unreconized lines and won't load anything so you can't change the background.

  13. #13
    lol, The levels are compiled, you can not change them with a script editor, and the formatting is different so you can not change them with a level editor. Please download a earlier version of the mod to get the uncompiled level scripts.

    Other than that, its perfectly possible and in fact easy to change the level backgrounds. Its just that I can't go through them all, take the time to judge which background goes best, and change it. If that takes 3 minutes a level, that would be over 6 hours worth of work.

    If someone wanted to help than maybe, feel free to suggest backgrounds and I'll probably include them in the update.

  14. #14
    sanityflare
    Guest
    manually add the player start points and you should be able to edit most of the maps. This issue should be with 8plr maps i bet

  15. #15
    I changed all 7 and 8 player maps to 6 players. So no... Sorry

  16. #16
    I would love to help but i don't know anything about scripting.

    What i was going to do was just open the map and just add any backround as long as it was not the same one thats in all the current maps,like at random.

    Let me know how i can help you out.

    Where can i get the older version?

  17. #17
    You can download old versions here.
    But looking at the old versions now, I notice that only V.6 and older have decompressed levels, but V.7 and newer have different file names and level descriptions.

    So I've uploaded another file there called uncompressedlevels.zip

    Just download that. Keep in mind, it has some laggy and crashing levels that arn't included in the 1.2 release.

  18. #18
    I've posted another update with new maps.

  19. #19
    I've posted the Version 2.0 update which is now compatible with ALL mods and effects no other levels.

    The BIG and GRM1 versions of the mod will be released shortly as well.

    In the meantime, I've created a list of levels I will paste below to give a feeling for just how many maps this map pack includes.

    Try reading through them all, then imagine playing them all.

    Aiko, BungleintheJungle, CarbonD, CivilWar, Cloud, Conflict, CosmicVoid, Donuts, Duel, DueloftheFates-P2, DueloftheFates-R2, FATBOY, FightClub, Fury, Head2Head, Helix, MineBaseDefense, Multitask, Nebula, Nexus, NOMAD, Piratesinthemist, Rebellion, Revenge, RimSkirmish, SlimsX, TheBeltofSlims, Thetube, VergessoAsteroids, Winds, CalculationError, MetalicSwarms, MistakedHyperjumpK, MistakedHyperjumpT, 2DHelo, AlliedForces, Amphion, AncientHate, Angel, Artofwar, BadNeighbours, bigGrillworks2v24, Blockage, CarrierWars, ChessBoxing, CometsHunters, dawgsofwar, DeathorGlory, DebrisField, DebrisFieldS, Deepspace, DragonDen, DragonDenII, Dustiness, EvolvedProteus, ExpandingUniverse, FinalBattle, Gatheringofthegods, Graveyard, GreatDwarf, Haldane, Helo, HvOMO, Icarus, InstantWar, IPPegasi, ironcurtain, judgementday, KadeshCrossroads, KadeshCrossroadsII, Kisses, Knoted, lostfalls, Milliways, Monument, MysticBubbles, MysticClock, NeoGalaxy, NeutronStar, NovoProteus, NutZone, OffsetNebula, Origami, Overkill, OXO, PiratesC, Rich, Rockrunners, Stratego, subjugateyourfriends, SuperIronWall, Survival, , Swarms, TalasBORG, TheForgotten, ThePlex, TheWell, TotalChaos, Trialbyfury, Unspaced, X, Grillworks3v36, Leftovers, NGC-3184, radialsymmetry, Star, SteelWaves, TheSign, TradersIntervention, treeoflife, UnstablePeace, VortexBattle, Arachne, Aruna, Attrition, Azreal, BattleStar, BattleZone, BellyOfTheBeast, BigArachne, Birthplace, ChainOfFate, ChaoticStar, ClubOMO, Confusion, Converge, DarkWorld, DNA, DustBall, DustBallII, DustField, Dustzone, Eclosion, fieldsofplaz, FinalConflict, GasGiant, Genesis-240C, Genesis-240D, Grillworks3v36, hyperspacearena, Implosion, IXFieldDispute, IXStelarAnomaly, JoustingFields, JovianRings, Koosh, Legacy, Lughnassad, Map1364, Mercenaries, Mobius, OKCorral, PlanetaryWar, Proteus, Sanctuary, scattered, Showdown, Starpoint, Streamers, StreamersKF, SubIII, talascrossroads, Torus, TwistedPrism, ValleyVortex, WaroftheRing


    I'VE HAD TO TEST EVERY ONE OF THEM! And way more.

  20. #20
    Poor Tefeari :moo:

    Hey does this mean that all the maps still have the same backround?

  21. #21
    Yea, and its going to stay that way until some people decide to help me.

  22. #22
    I've uploaded version 2.0 of the map pack in BIG and GRM1 formats for easy installation.

  23. #23
    SARGE_APONE
    Guest
    which map is the pitch black one? I mean the one that have no light source ?

  24. #24
    RaGod
    Guest
    would the pitch black one be lit upo by fire from fighters and cannons and such?

  25. #25
    What are you talking about? I never said anything about anything pitch black?

  26. #26
    Member DoctorX's Avatar
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    Perth, Australia

    Use feedback...

    Hm, had a gander at a few maps (can't remember which) last weekend; but my my first impressions apply to all of the ones I looked at.

    1.) When zooming out in the main display, you zoom back so far you can't see anything!

    2.) There's about six billion asteroids in each map, holding barely 3000 Resource Units between the lot of 'em. I spent most of my time reassigning Collectors to travel huge distances just to collect some really pathetic resources. 99% of my time was spent pushing Collectors around and waiting ages before for enough RU's to build something. Like a Research Module... um, shouldn't there be some way of grouping these things? Or at least adding a 0 on some numbers somewhere?

    3.) Some form of filtering needs to be done at Sensor Manager level: the display is so cluttered that my nVidia 6800 gfx card actually lagged (gasp!). Even if it wasn't lagging, there was so much clutter (to the point of becoming just noise in some cases) that I couldn't see anything.

    4.) I've only checked out some 2 player maps... vaaast 2 player maps. aren't there any small maps in Homeworld? I seem to recall lots of them.

    Slight exaggerations here, but I think I make my point.

    So my initial reactions are somewhat, um, disappointed. I couldn't recommend this to my friends. This looks like a straight HW to HW2 data conversion, without much thought about how the data is used between game engines. It felt like Homeworld uses a different scale to Homeworld 2... and the maps are much, much poorer than HW2's.

    Testing will of course continue - and next time I'll give more specific details.
    DoctorX (aka Rakrent online)
    RTSC - The Everyday Guide to RTS

  27. #27
    While it is true that the HW1 levels are usually around 20% larger than HW2 levels this should not be a problem on most maps.

    If it is, please report it to me and I can fix it.

    In Homeworld 1 you had more asteroids with less resources, this was generally not a problem but if you found it to be in a specific map please let me know, I can fix it.

    As I said before, some maps will be slightly laggy and some will stress certain computers. Use your judgement when looking at the level thumbnails, I feel as if the coolness of certain few levels outweigh the potential lagginess.

    Again, try to be specific with your levels, I'm sure you didn't test out the entire map pack. In fact, I would be suprised if you tested out even a small precentage.

    I would go through them all and play test them myself). However, to play test each one and do anything else more complexly custom, would take FAR too much time to do on 160+ maps.

    Last time now... I am aware some levels may be slightly too big or some may have disagreeable resource layouts, but if you dont report which levels these are I can not fix them.

    Only with the help of the community will this map pack improve.

    And even though some maps may not be fine tuned yet, I am sure many many many maps are still quite playable and in fact, excellent.

  28. #28
    Strategia
    Guest
    OK, so it may just me being stupid, but how the frell do you use the maps ingame? I can't see them in the list!

  29. #29
    Pvt.Hudson
    Guest
    Do these use glare intensity? that messes things up for me

  30. #30
    They do not use glare intensity, and to install them simply follow the instructions on the first page (that applies to the non .big version).

  31. #31
    Strategia
    Guest
    Oh, I've unzipped everything into the Data folder all right, but when I start the game I can't see the maps in the list. Or have I done something wrong? I mean, the zipfile extracted frighteningly quickly for a map pack of this size.....

  32. #32
    Ancient Clan of Hex&Square yasotay's Avatar
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    Afraid I am in the same circumstances as Strategia.
    Yasotay
    Ancient Clan of Hex&Square

  33. #33
    Strategia
    Guest
    Just figured out how to do it on my own, yay!

    Simply copy all the folders in the legacymappackv20 folder to your main Data folder. I would however suggest you make backups of your Data folders, however; although I think you can leave out the Animatics folder, as I don't see much mods overwriting the ingame videos.....

  34. #34
    Ancient Clan of Hex&Square yasotay's Avatar
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    Hmmmm.... Interesting that is what I thought I did.

    *shrug*

    well off to try again

  35. #35
    Strategia
    Guest
    When you extract the .zip file to your Data folder, it'll end up in a subfolder called legacymappackv20 (or something nearly the same). Then, I suggest you make backups of your data folders just in case, after which you must select all folders in the mappack folder and put them in your main Data folder. I can't be bothered to post a screenshot now, but I probably will in some time.

  36. #36
    That will not be neccesary.

    I have fixed and reuploaded the ZIP file to my server.

    Now if you extract it in or to your data folder it will work correctly.

  37. #37
    Ancient Clan of Hex&Square yasotay's Avatar
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    Thanks T!

    Great work. Appreciate you making this work for us computer rocks.

  38. #38
    Strategia
    Guest
    You know, somebody really should make a Genesis map with HW2 style resource deposits..... would make for some pretty drawn-out conflicts and MP games lasting for weeks on end.....

  39. #39
    This map pack includes the Genesis maps, what do you mean by "HW2 style resource deposits"? Is something wrong with the ones I already put in?

  40. #40
    Lost in the code... Mikali's Avatar
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    Could you add a short description to the first post explaining how the .grm1 version might work differently than the .zip and .big versions?

  41. #41
    Strategia
    Guest
    I'm talking about asteroids with around twenty thousand RUs, instead of 1612 or whatsit. I know the Genesis maps have been added, that's why I posted that; I mean, those massive maps would lend themselves perfectly to immense battles were even BCs are almost insignificant. Especially if someone changed all Pebbles to resource asteroids..... hint hint..... j/k.

    I do mean it about the asteroid resource amounts being changed to HW2 amounts, it would make for some pretty immense conflicts with all sides sending their entire unitcap off to battle..... MP games between skilled players would then prolly take a few days to complete.....

  42. #42
    Have you tried it as it is Strategia? It should be fine because all the small resources are in tighter packets.

    Mikail, they all work the same, one (the grm1) may not need an overridebigfile but other than that its just a matter of preference.

  43. #43
    Mr.Freeman9205
    Guest
    Looks great, but when i follow the installation instructions, the maps dont show up. When i move the maps right out of the zip file (after extracting) the maps show up, but all of them crash the game. Can someone help me?

  44. #44
    You may have some strange arrangement of modified files from other projects that are conflicting with this one.

    So far I havn't found any such mod but what mods do you have installed?

  45. #45
    Has this new version been fixed so that the maps have different backgrounds?

    The last version that i downloaded ,all the maps had the same BG so i deleted the whole collection.

  46. #46
    Thats rather extreme of you, its the level that makes the level, not the background.

    It would take many many many hours of work to appropriately match a background to each level. (Say it takes 5 minutes to decide and match each one... that would be 5*170/60=14 hours to match them all)

    I could perhaps give each one a random background, but would that really be any better?

  47. #47
    Well let me not say all of the maps were removed.

    I did try to open the maps in the editor and just a hand full even did open to show the objects on the map and i may have changed the BG to maybe 2 or 3 of them.

    I have no clue why the rest won't show and i get a box saying something like [800 comments have not been decompiled] or something like that.

    I will to open the maps in notepad and add the BG to see if that will work.

    Yes the Random BG would be a BIG BONUS :haha:

  48. #48
    The lua format of these maps are slightly different than most, they're also probably compiled.

    If you download the decompiled version (i think there is one somewhere around) you can just open them up in notepad and change the background number yourself.

    Its not that they dont have backgrounds, its that they all have the same background, which really DOESNT MATTER.

  49. #49
    Lost in the code... Mikali's Avatar
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    Why not just use a batch search and replace tool to replace the background code with a random background script?

  50. #50
    If you pm me with a working random background script I will do that.

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