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Re: maps by NoQ
Posted: 19 Mar 2013, 23:33
by tmp500
very very nice map! just had one game on it, many will follow
Re: maps by NoQ
Posted: 09 Apr 2013, 21:26
by Sadjuuk
Hello, just to say, Riviera, is a delight !!
I played this with 9 allied AI against me, overrun the map street by street, with heavy tank, was a carnage !
Thank you for the map !
Re: maps by NoQ
Posted: 20 Apr 2013, 06:47
by NoQ
Tx all (:
Also moving 3.1-only maps into the "classic" map pack.
6c-Melted
Another attempt on a 6-player FFA map. It was designed in vector (aka
tmp style), so it should be quite symmetric. Offers both wide open areas and narrow chokepoints for rich tactical experience.
Re: maps by NoQ
Posted: 20 Apr 2013, 16:16
by montetank
Nice design, NoQ. I like the low/mid-oil maps, where i have to fight for my oil-derricks in the open areas. I recommend to play this map with your "glacier"-mod. Thanks.
Sorry for my english-i am from Montenegro.
Re: maps by NoQ
Posted: 27 Apr 2013, 10:05
by NoQ
Updated the last map: removed the dead end counterclockwise from each base so that you didn't need to remember which one has the oil in it.
Re: maps by NoQ
Posted: 28 Apr 2013, 15:26
by NoQ
3c-Gamma
Finally had a chance to make another 3-player FFA. Thanks Fabio and core for testing (:
A vector design, much like the previous map.
Re: maps by NoQ
Posted: 29 Apr 2013, 02:18
by effigy
Vectors are good

Re: maps by NoQ
Posted: 29 Apr 2013, 06:15
by Berg
Scavs are too weak gamma
Re: maps by NoQ
Posted: 29 Apr 2013, 13:01
by Fabio_IT
thanks to you for your good work for wz community!.
This map is fun in ffa.
Re: maps by NoQ
Posted: 07 May 2013, 11:26
by Boris
NoQ wrote:Tx all (:
Also moving 3.1-only maps into the "classic" map pack.
6c-Melted
Another attempt on a 6-player FFA map. It was designed in vector (aka
tmp style), so it should be quite symmetric. Offers both wide open areas and narrow chokepoints for rich tactical experience.
can you create this map for 8 players and more oil.
Re: maps by NoQ
Posted: 08 May 2013, 04:58
by NoQ
I don't really like the idea of 45-degree-rotationally-symmetric 8-player maps because they are intrinsically unfair compared to 8-fold-symmetric 8-player maps:

- unfair_unfair_fair.png (3.31 KiB) Viewed 11986 times
But, of course, a 6-fold-symmetric 6-player map will still be unfair for the same reason, so a 60-degree-rotationally-symmetric variant starts making sense.
What's the motivation anyway? Why exactly 8?
P.S.
Mero, see what i mean?
P.P.S. Tinypic keeps
killing kittens deleting pictures from my first post

Don't use it! (:
Re: maps by NoQ
Posted: 08 May 2013, 09:04
by Merowingg
Yes NoQ I do
But this one fits cleraly to your "fair" section then?
viewtopic.php?p=77520#p77520
Re: maps by NoQ
Posted: 09 May 2013, 05:34
by NoQ
Merowingg wrote:But this one fits cleraly to your "fair" section then?
Ye (unlike the next one).
Re: maps by NoQ
Posted: 26 Jul 2013, 19:45
by NoQ
Before i forget:
2c-Clean
An attempt to make a map with very clean oil placement: 4 on base, 2x2 packs to fight for.
Re: maps by NoQ
Posted: 27 Jul 2013, 21:51
by montetank
hehehe- nice map, NoQ. What a bad surprise to attack the enemy and to forget the scavs
