4c-CityWarfare(256x256)

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Michal
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Re: 4c-CityWarfare(256x256)

Post by Michal »

Well, everything's cool, but... Those impact craters on concrete - look a bit odd for me (and depends on how will they look in-game). Maybe we need a new tile for that?
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MetalWarrior95
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Re: 4c-CityWarfare(256x256)

Post by MetalWarrior95 »

Probavly...
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Rman Virgil
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Re: 4c-CityWarfare(256x256)

Post by Rman Virgil »

.

All that you are doing here is not at all supported in game (yet, maybe l8r, who knows for sure) so you really can't test anything game-play wise. That aside, from your screens, I can't see where you are taking into account laying gateways for the Ski A.I. to build defenses - unless that is something that doesn't matter in what your hoping to make. Another thing - there many transition tiles between the 3 tertile sets that do not exist. Hmmm.... At least sticking with the Urban set of tertiles and features you could make and test fresh, innovative, game play. Going instead for a novel hodgepodge mix of visuals between the 3 sets over being able to build and test new game play within the Urban set is an interesting decision I'll refrain from interpreting.

- RV :ninja:

.
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MetalWarrior95
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Re: 4c-CityWarfare(256x256)

Post by MetalWarrior95 »

I dont know what are gateways for WZ2100 :S
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BlueMaxima
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Re: 4c-CityWarfare(256x256)

Post by BlueMaxima »

MetalWarrior95 wrote:I dont know what are gateways for WZ2100 :S
Gateways are predetermined points on a map that dictate where the chokepoints/defense points are on a map for the stock AI - they use gateways to build, again, defenses for their bases. Players aren't affected by limits or gateways.

The small diagram below is a small map diagram, showing an example of optimum gateway placement for AI players. The red boxes are (AI) bases, the yellow lines are recommended gateway spots.
gateway.gif
See? The AI will place gateways defending it's base in the gateway areas - the optimal place to defend.

To place gateways in flaME, click the Gateway button next to the Selection tools in the Map View, then click, drag a line and click again.
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Rman Virgil
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Re: 4c-CityWarfare(256x256)

Post by Rman Virgil »

.

Just a little expansion on BlueMaxima's good pointers and illustration.

1.) Either end of a GW can be anchored to a Cliff Face tile or Water Edge tile.... but do not cross-over either anchor tile

2.) GWs can be placed as a free-floated, un-anchored, cross configuration for the Ski A.I. to build Forward Base or Outpost defenses like so, for example:
  • G
    G
    G
GGG...E...GGG
  • G
    G
    G
The E = Empty Tile.... meaning do not overlap your gateways.


3.) Do NOT lay your gateways over any placed game objects like oil resources, structures, features, etc.

- RV 8)

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MetalWarrior95
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Re: 4c-CityWarfare(256x256)

Post by MetalWarrior95 »

Update:
As you know that iam newb mapper but you giving me good support because of my first great map city warfare that is still not finish... Still dont have time! Well il test v1 version of my map on my pc with AI"s. No gateways because il test AIs inteligence...
Screenshots will be released in zip file,probavly 7z and please get tugzip! because it gots alot of file formats and it even supported some small types of Quake format...

Next update will be in one or two hours...
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KukY
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Re: 4c-CityWarfare(256x256)

Post by KukY »

MetalWarrior95 wrote:Screenshots will be released in zip file,probavly 7z and please get tugzip! because it gots alot of file formats and it even supported some small types of Quake format...
It isn't nice to ask people to get some software in order to see something you did. :stare:
TUGZip website wrote:Encrypt archives using 6 different algorithms. Blowfish (128-bit), DES (56-bit), Triple DES (168-bit) and Rijndael (128-bit, 192-bit and 256-bit).
It is likely that you are using an unstandard algorithm which most of other archivers don't use. :hmm:
And, it's latest version is older then 2 years. :roll:
You are the one that should get a new archiving software.
Let me speak in your way: Your software supports ~20 formats, and f.e. PeaZip supports over 120 formats. And it's free.
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MetalWarrior95
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Re: 4c-CityWarfare(256x256)

Post by MetalWarrior95 »

Well...Tugzip is also free and small...

-EDIT-
UPDATE:
I found some map bugs about movements,so il correct them and il probavly release today alpha version or aka 1v...
There will be new stuff.The ruined highway,ship construction harbor,river path...Iam now trying to fix that problem and add some stuff,il probavly make an video of the map.In flaME...

Jack in & Kick Ass...
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MetalWarrior95
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Re: 4c-CityWarfare(256x256)

Post by MetalWarrior95 »

UPDATE:
Stop commenting in this topic...Il make an new one!
4c-CityWarfare Alpha/Beta

Also there will be a link with Alpha1 citywarfare map!

Look at showcase section!
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KukY
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Re: 4c-CityWarfare(256x256)

Post by KukY »

MetalWarrior95 wrote:Well...Tugzip is also free and small...
Also old and strange...
Use a program, not that old pile of bits...