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Author Topic: When making an EIR Map...  (Read 5883 times)
0 Members and 1 Guest are viewing this topic.
MH3Allies Offline
EIR Regular
Posts: 11


« on: June 05, 2008, 06:31:04 pm »

We dont need to create HQ's, just entry points right?
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #1 on: June 05, 2008, 06:55:49 pm »

You need the HQs.  Doesn't matter where you put them since EiR disables them.  But WB will make you put them down.
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MH3Allies Offline
EIR Regular
Posts: 11


« Reply #2 on: June 05, 2008, 07:04:59 pm »

ok thanks man
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Unkn0wn Offline
No longer retired
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Posts: 18378


« Reply #3 on: June 06, 2008, 02:52:13 am »

Make sure they're 'Starting_Positions' (will look like a grey HQ blueprint with 'HQ' on it), not the actual model of an HQ =).
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #4 on: June 06, 2008, 07:15:00 am »

And make sure you have one HQ and one map_entry_point for each player.  A common error is accidentally having two items assigned to the same player.

In a similar vein, it doesn't matter what kind of control point (manpower, munition, fuel) you use for your sectors, they all are removed by EiR.
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Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #5 on: June 06, 2008, 07:34:53 am »

Mapping is a balance act.

Not to much bottle necks or it becomes a stalemate.
Not to much freedom or it becomes a backcapper fest.

Also mapping takes a lot of time and effort while there is very low respect and thanks earned in return by the community. Getting people to play your map the first time is a pain, too.
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Unkn0wn Offline
No longer retired
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Posts: 18378


« Reply #6 on: June 06, 2008, 08:21:48 am »

Try to avoid bridges as a whole and don't expect your first maps to be very succesfull. Takes a few maps & attempts in general to get it really right both graphic & gameplay wise.
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MH3Allies Offline
EIR Regular
Posts: 11


« Reply #7 on: June 06, 2008, 02:45:44 pm »

k thanks alot guys
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