tmp's maps
Re: tmp's maps
its not visible in the preview but the height in the middle is around ~200 and i cant see the roads there either. as i said in my previous post, i dont want to solve it with heights or cliffs cause this would give some players a game advantage... so this sounds like i have to use a different tileset? argh....
Re: tmp's maps
But shall I understand when the ground elevated the situation did improve?
“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
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
Re: tmp's maps
if u look close enough yes... but not really... think ill just remove the roads and call it a day.
Re: tmp's maps
try concrete
i don't know if it works in arizona terrain
but in rockies - concrete is very dark (look at my last DA-mlake map - the dark on the bridges is concrete)
i don't know if it works in arizona terrain
but in rockies - concrete is very dark (look at my last DA-mlake map - the dark on the bridges is concrete)
Last edited by duda on 16 Jun 2012, 16:16, edited 1 time in total.
"unit is under attack!", "unit is under attack!", unit is under attack!" then i wake up ... (true story)
Re: tmp's maps
ye... urban roads also should show up but im not sure if i want to bother myself retexturing the whole thing....
Re: tmp's maps
ok, whatever! i wont deal with such things all day long. over and out. 5 player map.
took me ages to get out of my base with ultimate scavs mod on, was an older version of the map with scav mortars bombing my base from beginning. but took those out... hf
took me ages to get out of my base with ultimate scavs mod on, was an older version of the map with scav mortars bombing my base from beginning. but took those out... hf
Last edited by tmp500 on 20 Jun 2012, 17:25, edited 1 time in total.
Re: tmp's maps
This thread already needs a table of contents (:
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: tmp's maps
I'm not sure if it happens whit all the bases, but the scavs have player 4 's derricks.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
Re: tmp's maps
ugh! thanks gianiGiani wrote:I'm not sure if it happens whit all the bases, but the scavs have player 4 's derricks.
i also took the hill out in the middle, didn't realize that this is an advantage for the attacker u will also get ultimate scav choppers now... i just tried defeating them two times and lost two times... sooo. if any1 is looking for a very hard scav game ^ here u go
Re: tmp's maps
Is there any height advantage in wz ?tmp500 wrote:
i also took the hill out in the middle, didn't realize that this is an advantage for the attacker
Heretic 2.3 improver and proud of it.
Re: tmp's maps
Yeah, at least on beta. Because weapons can't shoot trough hills...Iluvalar wrote:Is there any height advantage in wz ?tmp500 wrote:
i also took the hill out in the middle, didn't realize that this is an advantage for the attacker
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
Re: tmp's maps
but, it's bidirectional. Both side can't shoot. The higher units still don't have any advantage.
Heretic 2.3 improver and proud of it.
Re: tmp's maps
While the tanks that aren't on the hills go up, they can be shot by arti and MRAs. And I tried that map whit Berg and walls whit weapons have some advantage, because they are taller than tanks.Iluvalar wrote:but, it's bidirectional. Both side can't shoot. The higher units still don't have any advantage.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
Re: tmp's maps
I won the game but the scavs eventualy killed me i never killed a enemy AI tank or cyborg. This is the ultimate map for the ultimate scav I like it...
Well done tmp and PS its good for a ffa too.
Re: tmp's maps
How did you put snow in arizona?
And why?
And why?
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501