maps by NoQ
Re: maps by NoQ
to aubergine: no, my flow analysis make me believe it would just drag noobs attention. There is more interesting frontiers upfront so there is no reason why you would waste time in the deadend.
Heretic 2.3 improver and proud of it.
Re: maps by NoQ
Ya, but reading the forums and even watching some vids on youtube, there seems to be lots of people who just like to turtle up in matches against their friends. I wouldn't know though, as I have no friends.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: maps by NoQ
As effigy has correctly pointed out in his comments to some other map, some extra highground space around the base could be useful as a room to set up anti-air defenses (so that plasmites couldn't reach the base suddenly and instantly as soon as they are seen), but it doesn't seem to apply to this particular map, because bases are wide enough already, and also because it's a very low-oil map, so it's harder to make expensive VTOLs.
I don't think putting towers on those highground positions has any sense. Putting them as a concave semi-circle on your side of the wall is clearly more effective. Note: highground advantage in Warzone 2100 is a very subtle thing. It's not a straightforward boost of accuracy and visibility like in Starcraft. In fact, shooting from highground doesn't always give you an advantage.
I don't think putting towers on those highground positions has any sense. Putting them as a concave semi-circle on your side of the wall is clearly more effective. Note: highground advantage in Warzone 2100 is a very subtle thing. It's not a straightforward boost of accuracy and visibility like in Starcraft. In fact, shooting from highground doesn't always give you an advantage.
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Re: maps by NoQ
- Attachments
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- Academy.png (7.44 KiB) Viewed 13149 times
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- 4c-Academy-1-01.wz
- (370.13 KiB) Downloaded 747 times
Last edited by NoQ on 25 Apr 2012, 19:17, edited 1 time in total.
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Re: maps by NoQ
Those buildings in the second screenie are pretty neat - how did you do those?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
Re: maps by NoQ
Oops! Bugfix. Fixed a couple of broken trap features, and fixed some little seams in road textures.
These are the "labs" that are available in the 3.1 dataset (that's why "Academy").aubergine wrote:Those buildings in the second screenie are pretty neat - how did you do those?
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Re: maps by NoQ
Thank you NoQ and Berg.NoQ wrote:4c-Academy
A 4-player FFA map for 3.1+ with custom road textures specially created by Berg.
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome!
Re: maps by NoQ
4c-Inversion
Yet another 4-player FFA map with custom roads and v3.1+ only features (incompatible with 2.3.9 and below).
This map is also sort of crazy when it comes to army placement. Even though the middle hill doesn't have any oil, the oils around it are bound to be an object of interest, and it seems impossible to protect them with a single army. 9 oils per player.
Yet another 4-player FFA map with custom roads and v3.1+ only features (incompatible with 2.3.9 and below).
This map is also sort of crazy when it comes to army placement. Even though the middle hill doesn't have any oil, the oils around it are bound to be an object of interest, and it seems impossible to protect them with a single army. 9 oils per player.
- Attachments
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- Inversion.png (25.75 KiB) Viewed 13087 times
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- 4c-Inversion.wz
- (341.71 KiB) Downloaded 781 times
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: maps by NoQ
Thank you.
My Thanks to everyone past, present and future who have helped to create & continues to improve WZ2100, you're all Awesome!
Re: maps by NoQ
thanks for the last one, very fun to play / having the derricks facing towards center. i just played a map that is too big and thought it would be nice to have "source" as a 10 player map
Re: maps by NoQ
Emm i'll try to think of something >.<tmp500 wrote:it would be nice to have "source" as a 10 player map
6c-Mirage
A 3x3 map for 3.1+ with "mixed tilesets". The map manages to combine textures from different tilesets: most of the ground is arizona, with oasis grass taken from urban and rockies, rocky dirt used instead of arizona cliffs, rocky cliffs present near oasis, and urban large concrete tiles used instead of arizona concrete.
Note that the "lonely" bases #2 and #5 have more oils inside.
v1.01: fixed to work on 3.1_beta11, while being compatible with earlier game versions as well.
v1.02: fixed to work on 3.1_rc2, incompatible with any earlier versions.
- Attachments
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- 6c-Mirage-1-02.wz
- v3.1_rc2 or later
- (42.29 KiB) Downloaded 705 times
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- 6c-Mirage-1-01.wz
- v3.1_beta11 or earlier
- (42.34 KiB) Downloaded 539 times
Last edited by NoQ on 27 Aug 2012, 06:54, edited 6 times in total.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: maps by NoQ
I saw the pictures, and...
The terrain of your map is awesome!
The terrain of your map is awesome!
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
Re: maps by NoQ
Thanks for this newest map NoQ.
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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Re: maps by NoQ
That looks really really good Nice job NoQ!