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When making an EIR Map...
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MH3Allies
EIR Regular
Posts: 11
When making an EIR Map...
«
on:
June 05, 2008, 06:31:04 pm »
We dont need to create HQ's, just entry points right?
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Warbirds
EIR Veteran
Posts: 673
Re: When making an EIR Map...
«
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
EIR Regular
Posts: 11
Re: When making an EIR Map...
«
Reply #2 on:
June 05, 2008, 07:04:59 pm »
ok thanks man
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Unkn0wn
No longer retired
Posts: 18379
Re: When making an EIR Map...
«
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
Commander, 2nd Infantry Division
Posts: 2382
Re: When making an EIR Map...
«
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
The German Guy on the Ally side?
EIR Veteran
Posts: 1812
Re: When making an EIR Map...
«
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
No longer retired
Posts: 18379
Re: When making an EIR Map...
«
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
EIR Regular
Posts: 11
Re: When making an EIR Map...
«
Reply #7 on:
June 06, 2008, 02:45:44 pm »
k thanks alot guys
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