Download the unofficial version (so you can transfer over xwis)
Download the official version (for ranked games)
Edited by DylHole, 15 August 2014 - 11:49 PM.
Posted 14 August 2014 - 03:02 PM
Download the unofficial version (so you can transfer over xwis)
Download the official version (for ranked games)
Edited by DylHole, 15 August 2014 - 11:49 PM.
Posted 14 August 2014 - 03:20 PM
By the preview it looks that tr has more gems in the top middle gem patch, compared to the mirrored one at bottom left middle.
The more dense cells have more value.
Posted 14 August 2014 - 03:57 PM
Posted 14 August 2014 - 08:19 PM
Looks good. Those damn gems are going to be tough to mine with the cliffs right there! I wonder how it'll play out.
Posted 14 August 2014 - 09:06 PM
looks like a v3 will be able to kill derricks from other side, is that intentional?
Posted 14 August 2014 - 10:31 PM
looks like a v3 will be able to kill derricks from other side, is that intentional?
not that specifically, but i did intend to give air units more of an advantage
By the preview it looks that tr has more gems in the top middle gem patch, compared to the mirrored one at bottom left middle.
The more dense cells have more value.
yeah, you're probably right, i'll fix that
Posted 15 August 2014 - 12:10 AM
Nice job! Looks fun!
Posted 15 August 2014 - 02:58 AM
An update for the map, I won't be updating the OP unless there are major changes or it's finalised.
I have moved the top derrick to be closer to the bridge, allowing for better defence. I moved the ore mines at bottom left to be more centred and balanced. Altered some gems away from the cliff at top right, I felt that the cliff overshadowed them a lot more than it's counterpart. I visually balanced the smaller patches of gems, ensuring financial balance. I also moved some trees away from the bottom derrick making more room for buildings and defences.
Any more suggestions?
Edited by DylHole, 15 August 2014 - 11:49 PM.
Posted 15 August 2014 - 04:15 AM
Looks good
Posted 15 August 2014 - 09:19 AM
I've noticed that tl mid the trees form a kind of a half-moon barrier compared to bl mid this changes how easy it is to attack the ore patch or the base from those positions.
Most people ain't that keen on running tanks through trees as it breaks a nice formations. Could you add more trees or reshape bl mid clusters to mirror?
I haven't noticed many map makers use trees to add a tactical effect on game-play.
Posted 15 August 2014 - 10:45 AM
A noob would like that the Derricks would be closer to the gems so it would a allowd you to get the gems in the TR abd BL.... Just saying
Posted 15 August 2014 - 10:57 AM
move your mcv brah
Posted 15 August 2014 - 11:38 AM
Looks very good.
Posted 15 August 2014 - 12:34 PM
I've noticed that tl mid the trees form a kind of a half-moon barrier compared to bl mid this changes how easy it is to attack the ore patch or the base from those positions.
Most people ain't that keen on running tanks through trees as it breaks a nice formations. Could you add more trees or reshape bl mid clusters to mirror?
I haven't noticed many map makers use trees to add a tactical effect on game-play.
ooh i didnt see this post before
yeah, i had noticed that but there is a very clear path from the direct south so i overlooked it but if they do come from mid i suppose you are right
also, if i wanted to mirror the tree cluster it would intrude on BRs mining capabilities, given the retarded nature of angles and ra2
but i think i've made a reasonable compromise and allowed room for a refinery + giving some cover
Edited by DylHole, 15 August 2014 - 12:40 PM.
Posted 15 August 2014 - 01:41 PM
I like it, lets play it.
Posted 15 August 2014 - 01:51 PM
I'll sleep on it and polish it in the morning. I'll update the OP shortly after that and then the testing phase can begin.
Posted 15 August 2014 - 04:46 PM
ooh i didnt see this post before
yeah, i had noticed that but there is a very clear path from the direct south so i overlooked it but if they do come from mid i suppose you are right
also, if i wanted to mirror the tree cluster it would intrude on BRs mining capabilities, given the retarded nature of angles and ra2
but i think i've made a reasonable compromise and allowed room for a refinery + giving some cover
I'm on moderated posting so my posts might take a while to show up. In certain circumstances it can affect the outcome of the game.
Especially in S v A.
I'll sleep on it and polish it in the morning. I'll update the OP shortly after that and then the testing phase can begin.
Yeah, good maps need baking. Just let it settle for a while to make the best design choices.
Posted 15 August 2014 - 08:01 PM
it does look good, it's certainly 100x better than the hills have eyes
very well done dylan
Posted 15 August 2014 - 11:50 PM
OP updated.
Posted 02 September 2014 - 01:47 AM
nice one dylan
Posted 02 September 2014 - 10:54 AM
i'll have another done this weekend hopefully
Posted 02 September 2014 - 06:05 PM
i'll have another done this weekend hopefully
epic!!!
Posted 02 September 2014 - 07:14 PM
Posted 03 September 2014 - 04:33 AM
"PAY ATTENTION TO ME"
Posted 03 September 2014 - 02:48 PM
Yes pls kill activity more by adding this Ausieland map
How does adding maps kill activity... wth
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