Search found 20 matches

by beholder33
11 Feb 2019, 13:45
Forum: Addon discussions
Topic: Hello after some time + some maps :D
Replies: 5
Views: 3441

Re: Hello after some time + some maps :D

Wholesome, works perfectly, now i can rebalance my maps thanks a lot :D
by beholder33
10 Feb 2019, 11:58
Forum: Addon discussions
Topic: Hello after some time + some maps :D
Replies: 5
Views: 3441

Hello after some time + some maps :D

Hi hello, it's nice to see this community still being here doing your job, i'd love to help more but i'm quite busy, however if i'll find some more time i can help with maps mod testing or translations :) Now to the point, i'm dropping few maps of my own (not all, some are still so poorly made i hav...
by beholder33
13 Mar 2016, 23:07
Forum: Ideas and suggestions
Topic: Pathfinding for ground units
Replies: 5
Views: 11963

Re: Pathfinding for ground units

Nah, i simply thought that it's scripted so i had put this topic here, thanks for moving it then, since new version is released i will check on AI a little and will post an update in my suggestion if anything is changed, cheers for the hard work to all devs ^^
by beholder33
19 Nov 2015, 15:50
Forum: Ideas and suggestions
Topic: Pathfinding for ground units
Replies: 5
Views: 11963

Pathfinding for ground units

I'm not very good at scripts so i will try to word my findings as simple as it's possible. 1. Trucks pathfinding, the most irritating is their path to assist a construction when there is 4 or more of them, blocked ones try to ram their friends, which already build the structure, in the butt with ful...
by beholder33
31 Mar 2015, 12:02
Forum: Addon discussions
Topic: Warzone 2100: Contingency (Beta now released)
Replies: 598
Views: 397370

Re: Warzone 2100: Contingency (Beta now released)

Up to the contigency ballance, when i tested it out I've noticed that the game became more of quantity over quality of units, I don't really know if that was a true aim of this mod, but if it wasn't please take a look at it :) happy easter to everyone by the way and thanks for your hard work for wz2...
by beholder33
11 Jul 2014, 23:23
Forum: Addon discussions
Topic: Beholder's maps
Replies: 11
Views: 7196

Re: Beholder's maps

Berg wrote:Just something to note you can upload files to the forum.
Its better to store them here see upload attachment tap below when editing a post.
So your images will not be deleted if you other web site gets broken.
Usefull tip thanks.
by beholder33
11 Jul 2014, 15:04
Forum: Addon discussions
Topic: Beholder's maps
Replies: 11
Views: 7196

Re: Beholder's maps

So here is something for a faster paced game, the map is called Fox Holes and it has 2 versions, with lower and higher oil resources on map, it's up to a player which he choose, i will post both of them and a polished version of snowstorm in which i basically had to fill up one single square of clif...
by beholder33
08 Jul 2014, 14:03
Forum: Addon discussions
Topic: Beholder's maps
Replies: 11
Views: 7196

Re: Beholder's maps

Hi ppl I'm back on track and most likely will add few maps soon (as soon as i will make em dandy) well of course that is if you still don't hate me yet :P So yeah expect some asymetrical yet ballanced maps, and oh i have to fix texture in one place at snowstorm map so i will update its attached file...
by beholder33
01 Apr 2014, 15:46
Forum: Addon discussions
Topic: Beholder's maps
Replies: 11
Views: 7196

Re: Beholder's maps

Another duel map is very simple although low oil, forces players to don't send their units to die-rush instead they have to manage their resources with great caution if they want to win. http://imagizer.imageshack.us/v2/320x240q90/850/cpya.jpg http://imagizer.imageshack.us/v2/320x240q90/42/4b3j.jpg ...
by beholder33
01 Apr 2014, 15:41
Forum: Addon discussions
Topic: Beholder's maps
Replies: 11
Views: 7196

Re: Beholder's maps

Two next maps from me are duel maps. First comes Wolf Pass with a complicated strategic pass in the middle with anti rush scavenger bunkers and few other interesting spots for tactical gameplay. http://imagizer.imageshack.us/v2/320x240q90/850/5gj3.jpg http://imagizer.imageshack.us/v2/320x240q90/850/...
by beholder33
31 Mar 2014, 15:15
Forum: Addon discussions
Topic: Beholder's maps
Replies: 11
Views: 7196

Re: Beholder's maps

Changing a map name is no problem, i switched it to Snowstorm (i hope it is not taken) and here are some pics Here is a Snowstorm's player corner base and his hill in front of the base (other bases look similar but NOT the same, i did all the places without copying) http://imageshack.com/a/img594/77...
by beholder33
31 Mar 2014, 03:45
Forum: Addon discussions
Topic: Beholder's maps
Replies: 11
Views: 7196

Re: Beholder's maps

And the another map is Arizona tileset map, also dedicated to human players. The map consists of two height levels for two players to support each other with artillery emplacements and push the lane up to their two allied enemies. The map is settled for 4 players but making it 8 players by copy-past...
by beholder33
31 Mar 2014, 03:39
Forum: Addon discussions
Topic: Beholder's maps
Replies: 11
Views: 7196

Beholder's maps

After few tries i managed to understand how flame works and wasted some time around to make 2 maps so far, they are mostly directed to human players but AI manages to do something on them as well. I expect opinion and a feedback, i labeled them under most harsh license but for now feel free to treat...
by beholder33
21 Mar 2014, 15:36
Forum: Addon discussions
Topic: [3.1.1+] Tower Defense (engine and maps)
Replies: 56
Views: 83329

Re: [3.1.1+] Tower Defense (engine and maps)

i'm not an uber pro at exploiting AI weaknesses in warzone so i can't get past 18 minutes but i did some beta research for ya. 1. energy earned from killing enemies should be increased a bit 2. power turbine upgrades should give an extra derrick for the player beside the sole upgrade (i have no idea...
by beholder33
11 Mar 2014, 11:39
Forum: Development
Topic: Few bugs in units scripts
Replies: 3
Views: 3295

Re: Few bugs in units scripts

well nullbot 2,6 is already a bit better in tactics and pathfinding so i guess it is just a matter of time until AI will become stable and well balanced with the modders effort ^^ however what can you say about that problem with units attached to sensor? i'm more concerned with it than with AI stabi...