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A new map from iNs0MNiaC


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#1 FReQuEnZy

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Posted 16 March 2011 - 08:34 PM

Posted Image

Leave your suggestions and opinions!

The map is not finished yet, but is getting there.


Edit: Forgot about the other topic. :S

Edited by iNs0MNiaC, 16 March 2011 - 08:49 PM.


#2 thomas338

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Posted 16 March 2011 - 08:35 PM

has potential

#3 FReQuEnZy

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Posted 16 March 2011 - 08:47 PM

Can you expand on that? It's still unfinished.

#4 NeoGrant

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Posted 16 March 2011 - 08:51 PM

Too samey IMO, i'd get lost around there considering my memory isn't great :p

#5 thomas338

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Posted 16 March 2011 - 08:58 PM

Can you expand on that? It's still unfinished.

I would remove atleast half the ore patches and put an oil or 2 on the map to fight over.

#6 FReQuEnZy

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Posted 16 March 2011 - 09:38 PM

That's you. I disagree.

Edited by iNs0MNiaC, 16 March 2011 - 09:38 PM.


#7 rumblesom

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Posted 16 March 2011 - 09:40 PM

A work of art.. the preview image does not do it justice. It's distinctly spooky while playing this map, its complex layers and routes left me feeling nervous and uneasy. An unseen split here can cause serious damage as it is not just a hop skip and jump back to your base. Rather, if you are caught unaware you may be miles from home while the enemy wreaks havoc on your key structures or economy.

It is best played as a mirror map imo, but aside from that, I really have no criticisms. This is NOT a westwood style map. You cant win in 3 minutes here, but after the epic struggle this map brings, a win is much more satisfying.

@martin: im not sure about these details.. particularily the paths.. they seem a bit excessive, i would recommend reducing them by a fair number... the simplicity of the untouched terrain I felt actually contributed to the atmosphere.

#8 Seke

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Posted 16 March 2011 - 10:20 PM

best map ever. jus needs texture and stuff, i already told u some things i wanted u to change

#9 zMarsHz

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Posted 16 March 2011 - 11:14 PM

if possible, a few more entranced to the main base part would be nice, split city though XD

#10 fir3w0rx

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Posted 16 March 2011 - 11:24 PM

The starting positions remind me of SC2's Desert Oasis where you have to expand away from your opponent before you can expand towards them.
*EDIT: Well actually you can probably stretch down the cliff and build towards your opponent, but that would be economically unwise.

Oh, and not enough room for me to dodge planes! :p

Edited by Fireworks, 16 March 2011 - 11:42 PM.


#11 dsector

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Posted 17 March 2011 - 12:47 AM

I like it :)

Perhaps replace the two hospitals with two airports.

#12 Kundalini

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Posted 17 March 2011 - 01:13 AM

I like it :)

Perhaps replace the two hospitals with two airports.

I was thinking replace the hospitals with derricks but that could work as well.

#13 xMonster

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Posted 17 March 2011 - 02:28 AM

its too big, but good map.

#14 DylHole

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Posted 17 March 2011 - 02:32 AM

tree placement will be important here, assumingm you put em in

in my opinion you could drop da level that the bases start off on and delete some of the ore patches and make others bigger, cuz by the end of it youll have like 9 miners ;S

#15 YoUrNexTzz

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Posted 17 March 2011 - 03:45 AM

cba to read others comments so might have already been said, too much camp potential and hills :( looks **** Martin no offense.

#16 DylHole

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Posted 17 March 2011 - 04:04 AM

is the top right path accessible?

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#17 aFFGonHeK

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Posted 17 March 2011 - 06:39 AM

Nice critique. I like the squiggles.

#18 DylHole

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Posted 17 March 2011 - 08:11 AM

Nice critique. I like the squiggles.

me too :D

#19 AwaZ

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Posted 17 March 2011 - 08:48 AM

The starting positions remind me of SC2

I was thinking the same :D Map looks pretty good though.

#20 FReQuEnZy

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Posted 17 March 2011 - 11:35 AM

Josh.. You know how I like to detail maps.. :D Thanks a lot anyway!

best map ever. jus needs texture and stuff, i already told u some things i wanted u to change


I'm working on the texturing as you can see since we last played it. Could you remind me the things you said?


if possible, a few more entranced to the main base part would be nice, split city though XD


The current entrances are fine, because you will run out of money really fast.

The starting positions remind me of SC2's Desert Oasis where you have to expand away from your opponent before you can expand towards them.
*EDIT: Well actually you can probably stretch down the cliff and build towards your opponent, but that would be economically unwise.

Oh, and not enough room for me to dodge planes! :p


It's designed and inspired from SC2 map styles. :D

Plane dodging takes good timing and micro on this. :)


I like it :)

Perhaps replace the two hospitals with two airports.


I was discussing this with some players and we came to the conculsion of using hospitals to reduce the need to engi eat.
The hospitals are only there to allow expanding to more ore.

its too big, but good map.


The playable area is rather small, I got bored of the small maps in RA2 and the lack of a long game map where you need to continously expand.


tree placement will be important here, assumingm you put em in

in my opinion you could drop da level that the bases start off on and delete some of the ore patches and make others bigger, cuz by the end of it youll have like 9 miners ;S


Miner controlling will be more important that way. I wanted this map to be as challenging and skill based as possible while staying fair. I will be keeping all of the levels.


cba to read others comments so might have already been said, too much camp potential and hills :( looks **** Martin no offense.


For some one who can only sell mcv rush to win... No offence Joey. I dare you to play me on this and camp! :D


is the top right path accessible?


I believe that it is. Otherwise to all of the changes that YOU suggested. NO, no and no! Also I don't care about the uglyness of those ramps.. They need to be that way for the map to be functional with the proportions used.

I was thinking the same :D Map looks pretty good though.


Thank you!

Edited by iNs0MNiaC, 17 March 2011 - 11:44 AM.


#21 DylHole

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Posted 17 March 2011 - 12:22 PM

Leave your compliments only!

der we go

#22 FReQuEnZy

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Posted 17 March 2011 - 03:24 PM

der we go


LOL! I just don't like taking mapping advice from you. Everyone else is fine.

Edited by iNs0MNiaC, 17 March 2011 - 04:33 PM.


#23 iBurnyou

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Posted 17 March 2011 - 10:54 PM

nice map, i love large maps with lots of space/routes to split tanks

just wondering though how long it would take to move mcv at start of game to where the gems are, and go fast wars on fewer miners, i think this would be possible due to the size of the map and being on a cliff would probably make defence easier

#24 FReQuEnZy

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Posted 18 March 2011 - 12:52 AM

Some one did that vs me today and i sacrificed most of my tanks to kill his mcv. He still got ref up with 2 warfs and held out pretty long, but my deso and mcv advantage made me able to hold out and expand. So it's still possible to win in the long run.

#25 DylHole

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Posted 18 March 2011 - 05:35 AM

Josh.. You know how I like to detail maps.. :D Thanks a lot anyway!

The current entrances are fine, because you will run out of money really fast.

I was discussing this with some players and we came to the conculsion of using hospitals to reduce the need to engi eat.
The hospitals are only there to allow expanding to more ore.

I will be keeping all of the levels.

I believe that it is. Otherwise to all of the changes that YOU suggested. NO, no and no! Also I don't care about the uglyness of those ramps.. They need to be that way for the map to be functional with the proportions used.

That's you. I disagree.

Thank you!

dont ask for suggestions if you arent gunna use any


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