new maps

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
curtis15
Trained
Trained
Posts: 62
Joined: 26 Jul 2010, 21:40
Location: California (Laziest state in the U.S.A.)
Contact:

Re: new maps

Post by curtis15 » 05 Mar 2011, 08:07

here is a new map i just finished have fun. play this on a 2v2 setting with scavs on i have fixed the problem of people going around the scavs it is also better with no VTOL

OLD
wz2100-20110304_215656-main.png



NEW
wz2100-20110304_222208-main.png
Attachments
4c-BoxCanyon.wz
(20.47 KiB) Downloaded 142 times
Image

User avatar
curtis15
Trained
Trained
Posts: 62
Joined: 26 Jul 2010, 21:40
Location: California (Laziest state in the U.S.A.)
Contact:

Re: new maps

Post by curtis15 » 20 Mar 2011, 21:15

Here is my new map it is meant for 0 and 1 to be team and 2 and 3 to be team no VTOL or laser have fun
wz2100-20110320_121012-main.png
(10.25 KiB) Downloaded 392 times
Attachments
4c-Warzone2099.wz
(12.52 KiB) Downloaded 119 times
Image

User avatar
curtis15
Trained
Trained
Posts: 62
Joined: 26 Jul 2010, 21:40
Location: California (Laziest state in the U.S.A.)
Contact:

Re: new maps

Post by curtis15 » 03 Apr 2011, 16:00

information later
wz2100-20110402_211903-main.jpg
Attachments
4c-zZONE.wz
(15.99 KiB) Downloaded 125 times
Image

User avatar
curtis15
Trained
Trained
Posts: 62
Joined: 26 Jul 2010, 21:40
Location: California (Laziest state in the U.S.A.)
Contact:

Re: new maps

Post by curtis15 » 16 Apr 2011, 06:40

this map is one of my very best please comment i need to know what people want this map is meant to be played with teams set as 0-1-2-3 VS 4-5-6-7
wz2100-20110415_213305-main.jpg
Attachments
8c-KaTaNa.wz
(10.02 KiB) Downloaded 131 times
Image

User avatar
Iluvalar
Regular
Regular
Posts: 1801
Joined: 02 Oct 2010, 18:44

Re: new maps

Post by Iluvalar » 16 Apr 2011, 07:49

There is way too much oil in the middle. 20 oils defended by a frontier of only 2 squares. That will turn your map into a puzzle instead of an RTS. Here is my solution :

I send 6 truck straight into the middle. The 2 trucks left will do a standard "rushy" FFRPP opening (I'll need power to build stuff with my 6 trucks). The other middle teammate will do the same while the corners teamates will rush research and specially the mg tower.

There is 1 chance out of 2 that the same team will have his trucks first on both side : they've won.
Else there will actually be a little match of 2 minutes in the map where both team will try to cover the middle and outrun the other with mg tower rush in the middle. The winner will be the one that have the best machine gun and structure upgrade. whoever will win that little fight will now possess 13/21 of the oils in the map. more then 50% more then their opponent, the game is over at 3:00. The remaining of the 20:00 game will just be cute fireworks but innevitable death for the losers in that boxing ring.

Once the players will catch the dynamic of your map, the fun will be over.
Heretic 2.3 improver and proud of it.

User avatar
curtis15
Trained
Trained
Posts: 62
Joined: 26 Jul 2010, 21:40
Location: California (Laziest state in the U.S.A.)
Contact:

Re: new maps

Post by curtis15 » 16 Apr 2011, 11:48

well i see u have a lot of time on your hands but did ever accure to you that maybe that was the whole idea a quick game?
that was what i designed it for! you should ask questions while critisizing. just sayin that as frindly advice
Image

User avatar
Iluvalar
Regular
Regular
Posts: 1801
Joined: 02 Oct 2010, 18:44

Re: new maps

Post by Iluvalar » 16 Apr 2011, 18:37

curtis15 wrote:please comment.
That's what I've done. Even if you meant to do this effect here is two reason why I still criticise :

1) Sending trucks like that before your first building is completly out of the common practices and balance of the game. In other therm, players that don't know your map will lose straight from their first order. Unless you warn all of them into the lobby.

2) That particular "truck rush" effect is easy to obtain by different way. Many players are good at that, the game balance is actually set that they can use that technic in any map (or so) not only specially designed. For that reason, many maps fall into that category of conceding unavoidable / nearly unavoidable victory to the first that reach the middle. If you are trying to make special maps, i would suggest you to avoid that effect as much as possible since it's actually saddly common.
Heretic 2.3 improver and proud of it.

Post Reply