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Re: maps by hao

Posted: 19 Nov 2010, 19:11
by Mats
Don't worry about making posts in a row Hao! Your maps are generally really really good!

Re: maps by hao

Posted: 19 Nov 2010, 20:41
by Terminator
"3c-MonocotBeta1" - very well map. But some issues I think should be fixed: there no much flat surface on base location; don't know but is it very necessary to make an hole inside base, so truks stacking there sometimes.

Re: maps by hao

Posted: 20 Nov 2010, 07:04
by NoQ
Terminator: :hmm: Do you really mean it? :hmm: Even bots don't seem to have any trouble with base size or stuck trucks. With 11.3 oils per player, you won't need to build too many factories. You also have a lowground on the back of your base. I've made a hole in the ground exactly because i thought the base would be too big without it. Am i wrong? (:

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P.S. Mats: See? I whined and it worked!! (: (: (:

Re: maps by hao

Posted: 20 Nov 2010, 11:36
by Terminator
I replayed again on another positon, seems fine. May be I just don't feel comfy with these new textures

Re: maps by hao

Posted: 20 Nov 2010, 11:50
by NoQ
Terminator wrote:I replayed again on another positon, seems fine. May be I just don't feel comfy with these new textures
:) Now that's the feedback i really want to hear, because i'm not using the new textures the way they are supposed to be used. I'm trying to make clear maps, disrespecting the hints like "this texture is supposed to be a cliff" etc. Some of these experiments might be good, but some may be bad, tasteless and leading to unwanted results. :hmm:

Re: maps by hao

Posted: 22 Nov 2010, 14:38
by RBK_
Amazing work in this map (2c-Infinity)
8) :)

Re: maps by hao

Posted: 27 Nov 2010, 08:16
by NoQ
RBK_ wrote:Amazing work in this map (2c-Infinity)
8) :)
Yeah, nice to see you too! (:
Strange. Different people tend to like different maps! (:


Monocot Beta 2. I've repainted it all, so it's an urban map now, but ... not that urban. In fact, this is another crazy 3.0-friendly-map-making experiment. I'm keeping the old version as well.

If not those oil derricks, i couldn't have guessed it is actually good old warzone2100 just by looking at these screenshots!

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P.S. This map features a funny bug: it still looks like an arizona map in the preview :shock: This started to happen when i changed the first tile's type (blue cliffs). Also, i didn't even paint the cliffs in FlaME, because red tiles are automatically substituted by the first texture.

Re: maps by hao

Posted: 02 Dec 2010, 06:21
by NoQ
Monocot Beta 3, in which i've broken a few more things. First, i've placed a few trees ( :D ) They don't yet look well in 3.0-betas, but work on master builds already. Also, i'm using the texture originally designed for cliffs as a simple dirt, and it looks good imho. The map is almost finished.

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Upd: Map deleted. Use final version from the next message!

Re: maps by hao

Posted: 06 Dec 2010, 07:53
by NoQ
Monocot Final. Nothing changed since the last beta (except map name), so i've deleted the Beta3 attachment.
The map still works well only on master builds.
By the way, here is the correct map preview:

Re: maps by hao

Posted: 06 Dec 2010, 10:12
by NoQ
Also, i've just posted a little rework of my older map "Helmet". Just simplified it a little by removing all ramps to the highground. It's in the same message.

P.S. Hmm, looks like ImageShack is lagging. Too bad (:

Re: maps by hao

Posted: 10 Dec 2010, 04:35
by Cat Cranker
He man loved Milky Way....great map but i noticed its very hard to get around the get the oils in the bottom right and top left... i sent my transport up there with three eng and it was impossible to get them all.. but othere than that myself and everyone loved the map

Re: maps by hao

Posted: 10 Dec 2010, 04:47
by NoQ
its very hard to get around the get the oils in the bottom right and top left...
Yeah, they were supposed to be transport-only.
with three eng
Sorry, with who? (:

P.S. Thanks (:

Re: maps by hao

Posted: 10 Dec 2010, 10:08
by NoQ
5c-Starfish

A more-or-less-balanced 5-player map. Requires warzone2100 v3.1+ or master to play.
Beware of avalanches and scavengers. Don't bother escaping on the highground, 'cause it's pure cliff and dead anyway.

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Re: maps by hao

Posted: 10 Dec 2010, 13:08
by Merowingg
Hello Hao :)

Well first of all, why "Starfish" ?? do you see fish anywhere ?? ;) Now honestly, I like the name :) although I am interested in its origin :)

Secondly :) Yes, Beta 4 and Master gives us great opportonity to make new shapes of the map, as you have greatly proved by the last two maps :) In 2.3.6 it would look a litle bit strange, I mean the layout of the textures :) but in beta 4 and master, it looks great and so rich, I have to rethink some things as you already did, and start to use the potential of beta 4 :)

For me as I look at it closer now the map looks like blood cell :) I like that each base is "protected" by a scavs base :) still not so close and far enough, really good placement I see here, also details like trees and finally logs cabins, add nice visual aspect :) many many textures details, I like it very much :)

I suppose it is quit good ballanced, no drastic changes are needed, although scavs being so close to the bases may become agressive ;)

Maybe it is time for me to create something for X player support :)

Bye :)

Re: maps by hao

Posted: 10 Dec 2010, 13:19
by NoQ
Well first of all, why "Starfish" ??
:lecture: Because it's surrounded by water :D Also, starfish.
Blood cell?? Ah ha ha XD
Well, i'm actually running out of good names (: