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Re: maps by hao
Posted: 29 Jul 2010, 13:02
by Wibble199
sorry, i meant trunk
i always seem to type truck instead of trunk and i don't know why

epic fail

Re: maps by hao
Posted: 30 Jul 2010, 00:12
by Zarel
Wibble199 wrote:is this the [trunk] version?
No, it's 2.3.3.
maps :)
Posted: 01 Aug 2010, 19:37
by Merowingg
Hao you impress me again
I didnt know you have made so many maps already
I am happy that you decided to make one topic for all of them
I like the symetry of your maps

everything is well planned and equal

I like this very much
Great job man
Bye

Re: maps by hao
Posted: 02 Aug 2010, 10:11
by NoQ
I like the symetry of your maps

everything is well planned and equal

I like this very much

Yeah, i tend to prefer fair play to beauty too ...

Re: maps by hao
Posted: 02 Aug 2010, 18:12
by NoQ
Omg, I couldn't keep myself from making another map, and now it's in urban landscape (:
I wonder if anyone plays them
4c-Twirl
A 4-player low-power map that tends to focus on controlling the highground. Near every base, there is a "friendly" hill (with a ramp on your side) and an "enemy" hill (with a ramp on the enemy side), and the friendly one is protected by a good bunch of scavengers.
v1.01: Fixed broken tiles, minor changes.
v1.02: Another bugfix.
v1.03: I've returned to the original heightmap, since FlaME learned to fix broken triangles. Also fixed one overlapping features issue.
wz2100-20100802_201001-main.png
maps by hao
Posted: 02 Aug 2010, 21:14
by Merowingg
Hao

The symetry and balance of this map looks just amazing

It is eye candy for me
Do you think urban maps are more difficult to create than rocky and arizona ?? In my opinion it is harder to make urban but really satisfactory when you have finished
Good you vary the terrarian style

by trying all we improve
Bye

Re: maps by hao
Posted: 02 Aug 2010, 21:55
by NoQ
Thanks Mero (: Your success inspires many (: Any suggestions, by the way?
I think urban tileset is just less beautiful. Unless you play the trunk with new terrain renderer. By the way, this map looks totally funny in trunk ^_^
I wonder if i should keep spamming these maps to addons? The reviewers don't seem to keep up

Re: maps by hao
Posted: 02 Aug 2010, 22:58
by Mysteryem
Excellent maps hao, interesting heightmaps, full bases, good use of features, not too much oil and good blending between different tiles. To improve further, I suggest trying some more complex heightmaps, perhaps try something asymmetrical. Other than that, please keep up the great work.
- Mysteryem
Re: maps by hao
Posted: 03 Aug 2010, 10:54
by KukY
hao wrote:Omg, I couldn't keep myself from making another map, and now it's in urban landscape (:
I wonder if anyone plays them
4c-UrbanTwirl
A 4-player low-power map that tends to focus on controlling the highground. Near every base, there is a "friendly" hill (with a ramp on your side) and an "enemy" hill (with a ramp on the enemy side), and the friendly one is protected by a good bunch of scavengers.
I love this map!!! This one surely should be included with Warzone...
Re: maps by hao
Posted: 03 Aug 2010, 11:26
by NoQ
Ouch. Thanks. o.O
But, if/before it happens, there's one little problem: i have some broken tiles in the middle of the map:
They look fine in FlaME, so i don't know how to fix them:
Can anyone fix it for me pleeease? Maybe editworld can help?

Anyway, they look fine in trunk, so probably it doesn't matter.

Re: maps by hao
Posted: 03 Aug 2010, 11:41
by Mysteryem
hao wrote:Ouch. Thanks. o.O
But, if/before it happens, there's one little problem: i have some broken tiles in the middle of the map:
They look fine in FlaME, so i don't know how to fix them:
Can anyone fix it for me pleeease? Maybe editworld can help?

Anyway, they look fine in trunk, so probably it doesn't matter.

You need to change the triangle direction of those tiles. I'm not sure how it's done in flaMe though. In-game you can see how the triangle direction changes the terrain by going into cheat mode and then pressing
k when your mouse is hovering over a tile. In trunk the terrain works differently so it's not a problem.
Re: maps by hao
Posted: 03 Aug 2010, 12:55
by NoQ
All right, so i've just flattened this place, and it solved all the problems. I didn't find out how to fix the triangles in FlaME though

I've also made some minor changes that were supposed to make the map a little more beautiful. The
original post is updated. Submitting to addons now. Is there anything else i should do with it?

Re: maps by hao
Posted: 07 Aug 2010, 01:32
by NoQ
Team Gamma wrote:Nothing to report. It's quiet and peaceful up here in the mountains (:
Two more maps sharing one 96x96 Rocky Mountains landscape.
4c-Tranquil
A three-player map actually.

I didn't see any three-player maps around, so i decided to make one

4 oils per base; all oil is scattered more-or-less uniformly around the map. The scavenger base in the middle is big but not very strong. If you find any balance issues, just whistle (:
upd: The new version includes some balance changes suggested by
cassador.
upd: Now comes with challenges!!
(1.21 fixed some broken triangles too)
8c-TruckBall
A crazy map with
all initial trucks of all players gathered
in one point ("ball"

) in the middle of the map*, so that anyone could choose his side freely enough. This is suitable for any number of players ({2..8}, of course), and encourages you to use all of the dirtiest warzone techniques (truck rushing, oil spoiling, etc

). I don't provide a picture for this one, since the landscape is the same. No pre-built bases, of course.
__________
*
Mero claims he already had this idea before, but he didn't like it
Re: maps by hao
Posted: 07 Aug 2010, 05:34
by Zarel
hao wrote:4c-Tranquil
Whoa, very nice map. If you haven't already, please submit to Addons.
Re: maps by hao
Posted: 07 Aug 2010, 08:42
by NEXUS
All your maps are good Hao, I really like UrbanTwirl, good design and oil is placed good.
