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Author Topic: [Final v1.3] 8p Metz  (Read 30040 times)
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #40 on: November 07, 2010, 01:44:47 pm »

Yea, try to avoid shit that doesn't look realistic at all...
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nugnugx Offline
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« Reply #41 on: November 13, 2010, 02:12:04 am »

Will get back to mapping soon , i was in a hospital and had a nose operation.

I wanted it to be symmetrical because having things symmetrical is the best way to keep balance Tongue and the idea was to have a somewhat trench only inf fighting zone that's why the tank traps
« Last Edit: November 13, 2010, 02:14:58 am by nugnugx » Logged

nugnugx Offline
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« Reply #42 on: November 15, 2010, 08:53:38 am »

1/6 done , long way to go Roll Eyes

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nugnugx Offline
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« Reply #43 on: November 16, 2010, 08:36:46 am »

Comments ?  Looks interesting yes/no ? (that's half of the map)





« Last Edit: November 16, 2010, 08:39:00 am by nugnugx » Logged
nugnugx Offline
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« Reply #44 on: November 16, 2010, 12:51:02 pm »



idk why but some colors on pic dissapear on some tiled places
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LeoPhone Offline
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« Reply #45 on: November 16, 2010, 01:21:38 pm »

plz turn off fog when u make screenshot :/
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nugnugx Offline
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« Reply #46 on: November 17, 2010, 06:45:53 am »

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« Last Edit: November 17, 2010, 04:56:56 pm by nugnugx » Logged
LeoPhone Offline
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« Reply #47 on: November 17, 2010, 10:27:57 am »

yay, this looks good.

still need more splats ofcourse Tongue

zigzag roads on bottom pic trough the hedge fields looks a bit fake, its not like people would build a road like that Tongue

same thing about the groves in the dried up river bed, maybe u can move them closer to the shore?
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nugnugx Offline
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« Reply #48 on: November 17, 2010, 10:53:25 am »

kk working on it Tongue
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nugnugx Offline
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« Reply #49 on: November 17, 2010, 12:52:56 pm »

Beta ready for testing of sectors and gameplay , balance issues and eyecandy.

http://www.filefront.com/17526413/betamap.sga/
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101stGG Offline
EIR Veteran
Posts: 88



« Reply #50 on: November 17, 2010, 01:55:36 pm »

Map is too big for 3vs3.

Sometimes the hedges and rows are a bad thing. It causes campy players to dig in and turtle.

Other than that, it is epic. Lot of detail.

GG.
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nugnugx Offline
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« Reply #51 on: November 17, 2010, 01:59:36 pm »

tweaking those things right now.



and if others will also say its too big for 3v3s  ill change for 4v4 .
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kwiatekkek Offline
okultysta, mistyk, szachista i alpinista.
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Posts: 702



« Reply #52 on: November 17, 2010, 02:09:09 pm »

yeah   4v4  could   do, but than   youd  have  to  get  rid  of even  more of those  hedges, otherwise  any  arty player  will slaughter all other   coys.
and   all those   bloody  walls they all has  to  go  im  affraid i  felt  like  i  was   drivin on  some rally  course  other  than   flanking  with  light vehicles .
apart  from  that .
good lookin detailed map.
good stuff.
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*cough* Team Lead is Allied bias, just FYI
nugnugx Offline
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« Reply #53 on: November 17, 2010, 04:36:38 pm »

2nd beta update

modifyng
« Last Edit: November 18, 2010, 04:46:23 am by nugnugx » Logged
101stGG Offline
EIR Veteran
Posts: 88



« Reply #54 on: November 17, 2010, 05:53:25 pm »

You must have put much time and dedication in it.

For what is worth, there are details that might help you figure out an improved layout.

1. Choke points are good, just don't over do it. Limits flanking and other creative maneuvers.

2. Don't focus on symmetry as much. Things get more exciting when there are key features that make players fight for it.

3. Simplicity is key. Make it look more natural; free-style but simple. Houses are man-made organized landscapes. The terrain however must have had some nature before war broke up in it.

The "rally course" the other player experienced may as well be due to the over-thinked planning.

Just a few thoughts.

« Last Edit: November 17, 2010, 05:56:39 pm by 101stGG » Logged
Computer991 Offline
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« Reply #55 on: November 17, 2010, 06:15:27 pm »

Woah that bridge part is nice nugxnugx i hope you put it in ^_^
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nugnugx Offline
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« Reply #56 on: November 18, 2010, 01:37:39 am »



1. Choke points are good, just don't over do it. Limits flanking and other creative maneuvers
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I've made less hedges already



Quote
The "rally course" the other player experienced may as well be due to the over-thinked planning.

There was 'rally course' because he couldn't drive through walls with HTs , i fixed it .

Quote
Woah that bridge part is nice nugxnugx i hope you put it in ^_^

Yes it is in already Smiley
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101stGG Offline
EIR Veteran
Posts: 88



« Reply #57 on: November 18, 2010, 03:37:03 am »

I got "rally" impression because of hedges.

Anyway. I looked at latest file. It is much better.
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TheLastArmada Offline
EIR Veteran
Posts: 215



« Reply #58 on: November 18, 2010, 04:53:56 am »

need to remove some hedges and open map up a bit more, some hedges are too close together cause bad pathing issues,
Remove hedges from edge of map over roads it looks silly
Use some more Texture tiles to blend areas in more, Paris 6p had a simillar issue
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nugnugx Offline
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Posts: 4051



« Reply #59 on: November 18, 2010, 09:29:40 am »

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« Last Edit: November 18, 2010, 02:37:51 pm by nugnugx » Logged
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