maps by NoQ

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NoQ
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Re: maps by NoQ

Post by NoQ »

endless towers
I thought this has been fixed hundreds of years ago (:

Anyway, there are a few tweaks you could do to make the map look better in v3, like "use as little gravel as possible and don't connect gravel and dirt on rockies" ...
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Merowingg
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Re: maps by NoQ

Post by Merowingg »

I dont think they have fixed it, I was just told to move the structures away from any shores..
"use as little gravel as possible and don't connect gravel and dirt on rockies"
You mean 3.0 ones allow that ?? but still 2.3.9 so both of them I will be faithful :)
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NoQ
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Re: maps by NoQ

Post by NoQ »

I dont think they have fixed it
Anyway, i haven't ever seen this bug in months.
You mean 3.0 ones allow that ??
Any version allows that, but it makes the map look better on 3.0+.
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Re: maps by NoQ

Post by aubergine »

Been playing quite a few sk games on 4c-Freezing recently - brilliant map!!

EDIT: But why is there a scavenger Cyborg factory in player base 1 (yellow player in the north-west)?
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Re: maps by NoQ

Post by NoQ »

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effigy
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Re: maps by NoQ

Post by effigy »

Just had my first game on Yeti in 3.1, it seems on both sides of the map the oil in the left ridge here: Image can't be captured.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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aubergine
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Re: maps by NoQ

Post by aubergine »

Some of the maps have oils where you need to transport in cyborg engineers to get the oils - is this one of them?
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Re: maps by NoQ

Post by effigy »

aubergine wrote:Some of the maps have oils where you need to transport in cyborg engineers to get the oils - is this one of them?
I don't believe so. I played this map a lot when it was new, and don't recall any trouble capturing oil.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: maps by NoQ

Post by NoQ »

can't be captured.
Is it a pathfinder issue (can you still navigate the truck manually to the oil?) (or i'll check myself when i get back to the gaming pc)
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Re: maps by NoQ

Post by effigy »

Hmm... maybe combination of path-finding and a tree? If I shoot the tree near the path to the oil I can get to it fine... nvm :oops:
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241
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Re: maps by NoQ

Post by NoQ »

There were no blocking trees that were supposed to be there. But pathfinding is still a bit weak. For instance, it still can't find the four oils in the forest on 4c-Mist, even though they are certainly reachable and 2.3 pathfinder finds them easily.
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Re: maps by NoQ

Post by NoQ »

10c-Emergence

A 10-player free-for-all map, just as planned.
Attachments
Emergence.png
Emergence.png (64.03 KiB) Viewed 10527 times
10c-Emergence.wz
(96.27 KiB) Downloaded 663 times
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NoQ
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Re: maps by NoQ

Post by NoQ »

Bump ...

6c-Palace

A 3x3 map with custom textures (a slightly updated version of tileset used on Marble).
Compatibility: 2.3.8+/3.1beta1+.
ImageImage
ImageImage
Attachments
8c-Palace_s.wz
A version with two spectator positions, also compatible with 2.3
(172 KiB) Downloaded 740 times
6c-Palace.wz
v3.1+ only, a 6-player map
(172.74 KiB) Downloaded 697 times
Note: preview shows up as arizona on 2.3 due to unknown tileset (:
Note: preview shows up as arizona on 2.3 due to unknown tileset (:
Palace.png (8.87 KiB) Viewed 10472 times
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aubergine
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Re: maps by NoQ

Post by aubergine »

Palace is an awesome map! Maybe allow access to the T and L shaped areas around the bases?
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Re: maps by NoQ

Post by sg1efc »

Thanks a lot for these newest maps 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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