Maps by Arreon

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Maps by Arreon

Post by Arreon »

I've seen a lot of good maps by a lot of users, so I thought I'd have a go at making my own. :)

This is my very first map, Obstruction. I think it's a pretty good first try. The main purpose is to give those players who are fed up with rushes a breath of fresh air. There is a large scavenger presence at the center of the map, and they control the most oil. Destroying them and claiming their oil is a top priority if you want to win. Even without scavengers, players can't simply rush their opponent's base because every entrance is protected by T1 defenses.

I hope I did good on my first try :). Download the map and try it for your self. I'm certainly going to have a lot of fun with it.

EDIT: If any of you find something wrong with the oil derricks at the center of the map, please let me know. I have this funny feeling that when you destroy one, there is no oil resource to build on.

Checked it myself and there are no missing derricks :).

Version 1.01 changelog:

* fixed compatibility for 2.3.7. Should work now for that version.
* Moved a bunker belonging to player 0 out of range of scavenger mortars.

If there's anything else that needs fixing, let me know.
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Re: Maps by Arreon

Post by Arreon »

Obstruction - Version 1.01 is up. This fixes a couple of issues, one big and one small.
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Re: Maps by Arreon

Post by bendib »

Looks pretty good far as I can see, of course I like high oil usually. Anywhos, nice design.
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Re: Maps by Arreon

Post by effigy »

My main balance concern on this map is that you need to wait for early T2 weapons to get past the scavengers.

I like the concept with the river/bog in the middle area, but it needs some work. There are graphical errors in this area. I've attached a screenshot, maybe a more experienced mappers can explain how to fix this.
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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 Arreon

Post by lav_coyote25 »

effigy wrote:My main balance concern on this map is that you need to wait for early T2 weapons to get past the scavengers.

I like the concept with the river/bog in the middle area, but it needs some work. There are graphical errors in this area. I've attached a screenshot, maybe a more experienced mappers can explain how to fix this.
dont make your transitions so steep, like cliff faces... your using flame?
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Re: Maps by Arreon

Post by effigy »

Oops, I forgot to give my own input on that :P Maybe using a texture that blends into the water texture would help (it would at least look nicer)?

Also, base0 does still have a bunker in view of scavenger mortars at game start (not sure about base 1).
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 Arreon

Post by lav_coyote25 »

yes - darn!!! forgot about that - use the blended water/land textures... :oops:
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Re: Maps by Arreon

Post by Arreon »

Are you two asking me to use the blended water textures? The map was intended for the master builds, so I didn't have a problem with graphical errors. In case you two are indeed asking me, I'll see what I can do to fix the problem.
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Re: Maps by Arreon

Post by Iluvalar »

Never put snow beside water directly, the only tile that work with water is grass i believe. there is really bad limitation on what transition you can do.

Edit: Of course you can also do as i did in impactV2 and claim that you really need water beside cliff or wathever. Or just give up for this map (as it is already playable anyway) and try to avoid that next time.
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Re: Maps by Arreon

Post by Arreon »

Iluvalar wrote:Never put snow beside water directly, the only tile that work with water is grass i believe. there is really bad limitation on what transition you can do.

Edit: Of course you can also do as i did in impactV2 and claim that you really need water beside cliff or wathever. Or just give up for this map (as it is already playable anyway) and try to avoid that next time.
Thanks for the tip :). I'll keep that in mind the next time I make a map.
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Re: Maps by Arreon

Post by effigy »

I (and I suspect lav) didn't know you made this for the master/aplha releases, since 2.3.7 is considered the current release that's what I test maps on (unless otherwise stated).

Though, it makes more sense now why you had the X Player Support checked in the first version. FYI, you don't actually need that checked unless the map is for 3,5,6,7,9 or 10 players. However, I suppose checking that box would be a nice hack for having maps intended for master/alpha only played there.
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 Arreon

Post by lav_coyote25 »

i was trying to answer your question -
There are graphical errors in this area. I've attached a screenshot, maybe a more experienced mappers can explain how to fix this.
is the only reason i spoke up. also you can make your transitions less steep by using a height map that has been "tweaked" so as not to have such a huge transition from water to land. unless of course thats what your after, and then you will need to have a look at using said textures already mentioned... :lecture:
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Re: Maps by Arreon

Post by effigy »

Oh.. hmm.. yeah, I thought you were commenting on the appearance of a steep cliff at the waters edge, but I thought that was the part of the glytch.

(/me crawls back under his rock)
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 Arreon

Post by NoQ »

the only tile that work with water is grass i believe
Gravel can do it too.