maps by NoQ

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NoQ
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Re: maps by NoQ

Post by NoQ » 23 Oct 2011, 10:54

Updated the latest map, 4c-Clash, to v1.01: Mostly re-oiling. Now with single oil in the middle, but total oil count in the middle is less; it seems that the middle is too easy to protect, so there should be less oil there.

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Re: maps by NoQ

Post by Boris » 24 Oct 2011, 14:39

really nice work at map bizzard. :)

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Re: maps by NoQ

Post by NoQ » 25 Nov 2011, 21:22

4c-Village

A 2x2 team map with a lot of log cabins. I'm also experimenting with concrete terrain to create walls around the base. Scavengers are not blocking, but they control all central oils to decrease truck rushes.

Thanks Mysteryem for helping me with sorting out some problems (:

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Village.png
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4c-Village-1-01.wz
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Last edited by NoQ on 13 Feb 2012, 18:43, edited 2 times in total.

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Re: maps by NoQ

Post by sensor » 27 Nov 2011, 12:54

It on your map is several sources oil, which of lorry can not build over.
Did you make this on purpose ?
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wz2100-20111127_111339-Village-T1.jpg
wz2100-20111127_111327-Village-T1.jpg
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Re: maps by NoQ

Post by NoQ » 27 Nov 2011, 13:25

Checked it again. Everything is buildable. Might you be the second one who downloaded the buggy version in that mapping/modding thread? :oops:

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Re: maps by NoQ

Post by sensor » 27 Nov 2011, 16:49

I checked this in versions 2.3 again.9 as well as Master_Snapshot. Lorries further have from this problem.
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Re: maps by NoQ

Post by NoQ » 27 Nov 2011, 16:59

What is wrong with me?
By "version" i mean "did you download the map from *this* thread?"
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wz2100-20111127_190611-Village-T3.jpg

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Re: maps by NoQ

Post by sensor » 27 Nov 2011, 17:40

And here the mum the solution of problem. I took from different links the version of similar map on this forum , I put her here ;
It on your map is already well.
Ok , bad maps delete.
Last edited by sensor on 27 Nov 2011, 17:48, edited 2 times in total.
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Re: maps by NoQ

Post by NoQ » 27 Nov 2011, 17:45

Please delete it instead of spreading it (:
I knew it wouldn't be good ... :oops:

upd: Thanks :oops: :oops: :oops:

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Re: maps by NoQ

Post by NoQ » 07 Dec 2011, 23:11

2c-Calamity

A 1x1 duel map that (hopefully!) has nothing special in it. 9 oils per player, rush distance 1:30 truck-seconds. A big scavenger base in the middle (which, of course, can be turned off). A version with spectator locations compatible with this mod is also available.
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Calamity.png
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Re: maps by NoQ

Post by Boris » 10 Dec 2011, 21:19

*4c-Village* .... not bad lol. did you try create custom road textures?

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Re: maps by NoQ

Post by NoQ » 11 Dec 2011, 06:07

Boris wrote:did you try create custom road textures?
Hmm no ... not yet :oops:
The only custom texture experiment of mine that is still working is Marble.

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Re: maps by NoQ

Post by Boris » 12 Dec 2011, 16:45

you need to try that O_o .. dont be boring..

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Re: maps by NoQ

Post by NoQ » 05 Jan 2012, 23:14

4c-Cataclysm

That's a single player challenge where you fight against three highly customized AIs. It was supposed to be something completely different from the regular skirmish. All enemy bases are protected with AA and ripple sites to prevent the usual easy vtol/arty victory. I believe you'd have to use different sorts of technologies on different stages. Your initial resources are pretty rich (5000 power and 6 derricks), but you need to be fast in spending them, otherwise you won't survive the first attack. This challenge can be beaten in less than 2.5 hours.

Known to work with warzone2100-2.3.9. Don't try as a skirmish; use the challenge provided with the map instead (Single Player -> Challenges)
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4c-Cataclysm.wz
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Last edited by NoQ on 15 Jan 2012, 18:14, edited 3 times in total.

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Re: maps by NoQ

Post by sg1efc » 06 Jan 2012, 01:42

Thank you. :)
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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