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Re: maps by NoQ
Posted: 09 Apr 2012, 17:06
by Iluvalar
to aubergine: no, my flow analysis make me believe it would just drag noobs attention. There is more interesting frontiers upfront so there is no reason why you would waste time in the deadend.

Re: maps by NoQ
Posted: 09 Apr 2012, 17:13
by aubergine
Ya, but reading the forums and even watching some vids on youtube, there seems to be lots of people who just like to turtle up in matches against their friends. I wouldn't know though, as I have no friends.
Re: maps by NoQ
Posted: 09 Apr 2012, 17:18
by NoQ
As
effigy has correctly pointed out in his
comments to some other map, some extra highground space around the base could be useful as a room to set up anti-air defenses (so that plasmites couldn't reach the base suddenly and instantly as soon as they are seen), but it doesn't seem to apply to this particular map, because bases are wide enough already, and also because it's a very low-oil map, so it's harder to make expensive VTOLs.
I don't think putting towers on those highground positions has any sense. Putting them as a concave semi-circle on your side of the wall is clearly more effective. Note: highground advantage in Warzone 2100 is a very subtle thing. It's not a straightforward boost of accuracy and visibility like in Starcraft. In fact, shooting from highground doesn't always give you an advantage.
Re: maps by NoQ
Posted: 25 Apr 2012, 18:16
by NoQ
4c-Academy
A 4-player FFA map for 3.1+ with custom road textures specially created by
Berg.


Re: maps by NoQ
Posted: 25 Apr 2012, 18:55
by aubergine
Those buildings in the second screenie are pretty neat - how did you do those?
Re: maps by NoQ
Posted: 25 Apr 2012, 19:18
by NoQ
Oops! Bugfix. Fixed a couple of broken trap features, and fixed some little seams in road textures.
aubergine wrote:Those buildings in the second screenie are pretty neat - how did you do those?
These are the "labs" that are available in the 3.1 dataset (that's why "Academy").
Re: maps by NoQ
Posted: 25 Apr 2012, 23:01
by sg1efc
NoQ wrote:4c-Academy
A 4-player FFA map for 3.1+ with custom road textures specially created by Berg.
Thank you NoQ and Berg.

Re: maps by NoQ
Posted: 26 Apr 2012, 01:26
by Giani
Awesome work

Re: maps by NoQ
Posted: 29 Apr 2012, 19:42
by NoQ
Re: maps by NoQ
Posted: 29 Apr 2012, 19:50
by sg1efc
Thank you.

Re: maps by NoQ
Posted: 05 May 2012, 01:23
by tmp500
thanks for the last one, very fun to play / having the derricks facing towards center. i just played a map that is too big and thought it would be nice to have "source" as a 10 player map

Re: maps by NoQ
Posted: 10 May 2012, 14:44
by NoQ
tmp500 wrote:it would be nice to have "source" as a 10 player map

Emm i'll try to think of something >.<
6c-Mirage
A 3x3 map for 3.1+ with "mixed tilesets". The map manages to combine textures from different tilesets: most of the ground is arizona, with oasis grass taken from urban and rockies, rocky dirt used instead of arizona cliffs, rocky cliffs present near oasis, and urban large concrete tiles used instead of arizona concrete.
Note that the "lonely" bases #2 and #5 have more oils inside.
v1.01: fixed to work on 3.1_beta11, while being compatible with earlier game versions as well.
v1.02: fixed to work on 3.1_rc2, incompatible with any earlier versions.



- Mirage.png (21.58 KiB) Viewed 13692 times
Re: maps by NoQ
Posted: 10 May 2012, 14:48
by Giani
I saw the pictures, and...
The terrain of your map is awesome!

Re: maps by NoQ
Posted: 10 May 2012, 15:13
by sg1efc
Thanks for this newest map NoQ.

Re: maps by NoQ
Posted: 10 May 2012, 18:06
by Goth Zagog-Thou
That looks really really good

Nice job NoQ!