tmp's maps

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tmp500
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tmp's maps

Post by tmp500 » 17 May 2012, 20:31

needles to mention that those maps are for the beta build of warzone...

i redid hidious from the ground up, completely symetrical now. should work for ffa, or 0,1,2 vs 3,4,5
6c-hideous.wz
(79.47 KiB) Downloaded 607 times
screen000_mapB002.png
screen000_mapB002.png (96.15 KiB) Viewed 10335 times
hidious_v5-T1.jpg
3c-noway.wz - viewtopic.php?f=10&t=9404&start=60#p104519
5c-bloat.wz - viewtopic.php?f=10&t=9404&start=60#p104359
5c-frowny - viewtopic.php?f=10&t=9404&start=90#p106246
6c-mesh.wz - viewtopic.php?f=10&t=9404&start=75#p105632
6c-boohoo.wz - viewtopic.php?f=49&t=9404&p=117558#p117558
7c-lowlife.wz - viewtopic.php?f=10&t=9404&start=30#p103846
7c-swirl.wz - viewtopic.php?f=10&t=9404&start=75#p105418
8c-dammit.wz - viewtopic.php?f=10&t=9404&p=107356#p107356
9c-ambulant.wz - viewtopic.php?f=10&t=9404#p103153
10c-moisture.wz - viewtopic.php?f=10&t=9404&start=15#p103690
10c-scramble.wz - viewtopic.php?f=10&t=9404&start=60#p105088
Last edited by tmp500 on 31 Jan 2013, 01:26, edited 10 times in total.

themac
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Re: tmp's maps

Post by themac » 20 May 2012, 12:22

New maps are always welcome. :)

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Re: tmp's maps

Post by sg1efc » 20 May 2012, 14:23

Another map maker, Yay! :)

Thank you tmp500. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)

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tmp500
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Re: tmp's maps

Post by tmp500 » 21 May 2012, 02:17

there are plenty of normal / good and excelent maps out there.... so why not a difficult strange one for a change...

scavs and bases are included and intended to be played as 3vs3vs3 (012 vs 345 vs 678)sorta a ffa team map :stressed:
9c-ambulant.wz
(70.88 KiB) Downloaded 708 times
screen000_mapC001.png
screen000_mapC001.png (115.9 KiB) Viewed 10584 times
Last edited by tmp500 on 13 Jun 2012, 15:37, edited 2 times in total.

sg1efc
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Re: tmp's maps

Post by sg1efc » 21 May 2012, 04:38

Cool, Thanks again Tmp. :)
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome! :)

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NoQ
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Re: tmp's maps

Post by NoQ » 21 May 2012, 06:45

Omg that's sort of cool. This last one will take a huge amout of time to get used to.
0 1 and 2 are very very close, so the game is starting early (: Do want to try.

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Re: tmp's maps

Post by Reg312 » 21 May 2012, 09:37

may be reduce amount of oil on this map? :) 9c-ambulant_v8.wz

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tmp500
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Re: tmp's maps

Post by tmp500 » 21 May 2012, 11:14

Reg312 wrote:may be reduce amount of oil on this map? :) 9c-ambulant_v8.wz
will do

NoQ wrote:Omg that's sort of cool. This last one will take a huge amout of time to get used to.
0 1 and 2 are very very close, so the game is starting early (: Do want to try.
lol yes, lets see if one can get used to this one :) up until now i only played the inner circle, and was very worried that its too tough in there, so i changed the topology a couple of times (thanks to the input of giani and alfacinha). what i wasnt able to do is paint the textures according to the height, low - grass, mud, mid level - red, highest points sand.... dunno if thats possible, ill might try it again some time.... what i also didnt figure out how to add base structures from t1 -t3 i only found one module for the facs??

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NoQ
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Re: tmp's maps

Post by NoQ » 21 May 2012, 12:26

i only found one module for the facs
That's normal, you can put two factory modules on top of each factory and two factory modules (the same old factory modules!) on top of vtol factories too.
how to add base structures from t1 -t3
No way, T1 and T2 and T3 have the same set of pre-placed units and structures (though it might be possible to achieve different sets for different tech levels by playing with the addon.lev (xplayers.lev) file, not sure).

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Giani
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Re: tmp's maps

Post by Giani » 22 May 2012, 00:03

Ambulant is one of my favourite maps :)
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501

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Re: tmp's maps

Post by tmp500 » 22 May 2012, 12:46

thanks for the info noq!
Giani wrote:Ambulant is one of my favourite maps :)
:shock: wow...nice. i will still work on it tough, now that i have played it, starting in the middle ring, it confirmed my fear that center ring is too hard to play, was way easier to get resources in the outer skirts then in the center, so i guesss i will redo all the resources and place them more carefully plus reduce them, maybe increase them in the center.... lets see what will come out of that... topology should work for now

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Re: tmp's maps

Post by Reg312 » 22 May 2012, 12:51

if set center player to one team they can attack each enemy player 1v2

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Re: tmp's maps

Post by tmp500 » 22 May 2012, 17:30

Reg312 wrote:if set center player to one team they can attack each enemy player 1v2
yes that was the idea 012 vs 345 vs 678.

i uploaded an update with less resources(did not reduce as much as i thought i would, map is small and oil is very accessible so its hard to hold your derricks for long ) and t3 buildings

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Re: tmp's maps

Post by Merowingg » 22 May 2012, 20:25

Hello TMP :)

I did wanted to type earlier but lately my time just flies :kez_11:

First of all, I am very happy to see you here :)

You have played a lot, you do feel it, you shall know what is needed, and how to put it into a map :lecture:

I like the last map very much! :) very good start :)

I wish you to spread your wings entirely :)

I will be watching you :shock:

Good luck :)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero

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Re: tmp's maps

Post by ODDity » 23 May 2012, 02:15

Sweet!

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