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Downloads Home » Multiplayer Scenarios » The Birdge in the Norselands

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The Birdge in the Norselands

Author File Description
Villi
File Details
# of Players: 6
Version: AoM: The Titans
Ok, this is a edit of the bridge (that map with infinite reasorces, with all the players in an area with just one way in. And the only way over to the enemy side of the map is, guess, a bridge in the middle of the map)place it in the norselands. I olso put a the bridge edit that i made (when i was bored) that make the map cycle trough day and night the first hour (didn't get longer :p Suddenly it whasn't boring anymore).

Good luck :p
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
auron 2 actually, there isnt a day/night cycle because the lightings dont repeat over and over forever. and the funny part is that there is no bridge on the scenario. in order to get to the enemy, you have to walk through an entrance which doesnt look like a bridge. I think there is an unbalance on the amount of settlements that are located on each side.
Villi
File Author
that day night stuff is just beta. It contains five different lightnings. I havent finnished (a holliday came in the way :-) it toloop yet. Annd i olso now that it dont look like a bridge, but that what the orginnal scenario called. (Maybe i coud try make it look like a bridge) :p
Villi
File Author
Error :p

[Edited on 02/18/04 @ 04:18 PM]

auron 2 here is a day/night cycle if you want to use it:



the default lighting should be set as Day. I will put 300sec on the timer in which a lightng will last.


Trigger_1: Active, Not Looped, Not Run Inmmediately

Effects: Set Lighting: Dusk
Fire Event: Trigger_2
Condition: Timer: 300 or however you want to set it.


Trigger_2: Not Active, Not Looped, Not Run inmmediately

Effects: Set Lighting: Night
Fire Event: Trigger_3
Condition: Timer: 300


Trigger_3: Not active, Not Looped, Not Run inmmediately

Effects: Set Lighting: Dawn
Fire Event: Trigger_4
Condition: Timer: 300


Trigger_4: Not active, Not Looped, Not Run inmmediately

Effects: Set Lighting: Day
Fire Event: Trigger_5
Condition: Timer: 300


Trigger_5: Not active, Not Looped, Not Run inmmediately

Effects: Set Lighting: Dusk
Fire Event: Trigger_2
Condition: Timer: 300



so if you dont understand the order, it goes like this:

Trigger_1(Dusk) activates Trigger_2(Night)
then
Triger_2(Night) activates Trigger_3(Dawn)
then
Trigger_3(dawn) activates Trigger_4(Day)
then
Trigger_4(Day) activates Trigger_5(Dusk)
then
Trigger_5(Dusk) activates Trigger_2(Night) and from there, it will repeat over and over..........endless

the day/night cycle is just five triggers, easy to do and not neccessary to loop.

also, if you want to make a bridge, here is an example of a good bridge with a tunnel under it:(COPY PASTE LINK)

http://auron.0pi.com/photo2.html


and yes, units can cross that bridge. just use trojan walls.



[Edited on 02/18/04 @ 09:37 PM]


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Statistics
Downloads:192
Favorites: [Who?]0
Size:223.81 KB
Added:02/12/04
Updated:02/13/04
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