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Re: tmp's maps
Posted: 16 Jun 2012, 13:03
by tmp500
its not visible in the preview but the height in the middle is around ~200 and i cant see the roads there either. as i said in my previous post, i dont want to solve it with heights or cliffs cause this would give some players a game advantage... so this sounds like i have to use a different tileset? argh....
Re: tmp's maps
Posted: 16 Jun 2012, 13:18
by Merowingg
But shall I understand when the ground elevated the situation did improve?
Re: tmp's maps
Posted: 16 Jun 2012, 14:10
by tmp500
if u look close enough yes... but not really... think ill just remove the roads and call it a day.
Re: tmp's maps
Posted: 16 Jun 2012, 14:24
by duda
try concrete
i don't know if it works in arizona terrain
but in rockies - concrete is very dark (look at my last DA-mlake map - the dark on the bridges is concrete)
Re: tmp's maps
Posted: 16 Jun 2012, 14:33
by tmp500
ye... urban roads also should show up but im not sure if i want to bother myself retexturing the whole thing....
Re: tmp's maps
Posted: 16 Jun 2012, 16:51
by tmp500
ok, whatever! i wont deal with such things all day long. over and out. 5 player map.
took me ages to get out of my base with ultimate scavs mod on, was an older version of the map with scav mortars bombing my base from beginning. but took those out... hf
Re: tmp's maps
Posted: 17 Jun 2012, 18:55
by NoQ
This thread already needs a table of contents (:
Re: tmp's maps
Posted: 20 Jun 2012, 16:43
by Giani
I'm not sure if it happens whit all the bases, but the scavs have player 4 's derricks.
Re: tmp's maps
Posted: 20 Jun 2012, 17:28
by tmp500
Giani wrote:I'm not sure if it happens whit all the bases, but the scavs have player 4 's derricks.
ugh! thanks giani
i also took the hill out in the middle, didn't realize that this is an advantage for the attacker

u will also get ultimate scav choppers now... i just tried defeating them two times and lost two times... sooo. if any1 is looking for a very hard scav game ^ here u go
Re: tmp's maps
Posted: 20 Jun 2012, 22:47
by Iluvalar
tmp500 wrote:
i also took the hill out in the middle, didn't realize that this is an advantage for the attacker
Is there any height advantage in wz ?

Re: tmp's maps
Posted: 20 Jun 2012, 23:10
by Giani
Iluvalar wrote:tmp500 wrote:
i also took the hill out in the middle, didn't realize that this is an advantage for the attacker
Is there any height advantage in wz ?

Yeah, at least on beta. Because weapons can't shoot trough hills...
Re: tmp's maps
Posted: 20 Jun 2012, 23:27
by Iluvalar
but, it's bidirectional. Both side can't shoot. The higher units still don't have any advantage.
Re: tmp's maps
Posted: 20 Jun 2012, 23:49
by Giani
Iluvalar wrote:but, it's bidirectional. Both side can't shoot. The higher units still don't have any advantage.
While the tanks that aren't on the hills go up, they can be shot by arti and MRAs. And I tried that map whit Berg and walls whit weapons have some advantage, because they are taller than tanks.
Re: tmp's maps
Posted: 21 Jun 2012, 00:19
by Berg
Definitly building AA as early as possible against ultimate scav on your map tmp...
I won the game but the scavs eventualy killed me i never killed a enemy AI tank or cyborg.
This is the ultimate map for the ultimate scav I like it...
Well done tmp and PS its good for a ffa too.
Re: tmp's maps
Posted: 21 Jun 2012, 00:39
by Giani
How did you put snow in arizona?
And why?
