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Re: Redemptor's maps

Posted: 19 Dec 2012, 14:01
by RBMW-Collector
Merowingg wrote:Sir, if you happen to make so small survival map, then what for to make it so big, and not allow players to go outside?
Map is bigger than gamespace cuz such way we can minimize oil drums appearence
Merowingg wrote:I also cannot play it as I do not see it both in 2.3.9 and 3.1 I have removed all maps from there then why
Maps are tested only for rc3
Merowingg wrote:I also see no construction units, is it possible to make a map without them now or am I missing something?
You missed two construction droids)

Re: Redemptor's maps

Posted: 19 Dec 2012, 15:23
by Merowingg
Hello :)
Map is bigger than gamespace cuz such way we can minimize oil drums appearence
I am sorry I do not understand this sentence can you paraphrase it please?

I understand it is for 3.1, but then is it not that way that each player still needs to have at least one construction truck?

Re: Redemptor's maps

Posted: 19 Dec 2012, 17:47
by RBMW-Collector
Oil barrels appears randomly all over the map. I wanted decrese amount of them

Re: Redemptor's maps

Posted: 19 Dec 2012, 18:39
by Merowingg
I understand now, hoever your action is quit unusual both in its aim and form of being performed :3

I feel like Rman now ;)

Re: Redemptor's maps

Posted: 23 Dec 2012, 23:59
by RBMW-Collector
My upgrade of duda's map for low-oil gamers

Re: Redemptor's maps

Posted: 24 Dec 2012, 02:38
by sg1efc
RBMW-Collector wrote:My upgrade of duda's map for low-oil gamers
Thank you Redemptor and Duda. :) :)

Re: Redemptor's maps

Posted: 24 Dec 2012, 18:00
by RBMW-Collector
New maps for pro-teams

Re: Redemptor's maps

Posted: 24 Dec 2012, 18:37
by RBMW-Collector
And for 3 pro-gamers

Re: Redemptor's maps

Posted: 25 Dec 2012, 01:53
by sg1efc
Thanks a lot Redemptor. :)

Re: Redemptor's maps

Posted: 18 Feb 2013, 19:30
by RBMW-Collector
New working version of Survival is now available. We have unusual units and strategy here. Most important achieves of the map are absorving enemy forces & construction droid releasing. Then u can capture oil and build or repair your base. Also u have research facilities, so u can improve your technologies, slowly but surely) The source of energy is recycled bodies of captured units. Dont forget swich scavs ON. Good luck!

Re: Redemptor's maps

Posted: 21 Feb 2013, 23:20
by RBMW-Collector
New Low Oil Defense Project Galateya in progress...

Re: Redemptor's maps

Posted: 22 Feb 2013, 00:07
by Merowingg
So shall we wait :3 :3

I like your "extraordinary" ideas.

Re: Redemptor's maps

Posted: 25 Feb 2013, 20:17
by RBMW-Collector
Here we come! This is huge map for slow researching matches. We have perfectly defensed fortress with 3 oil derricks in it and 2 oils more near by. It is recommended to play Galateya with 1-2 generators & 0-1 labs limit on T-2. Scavs are not agressive here.

Re: Redemptor's maps

Posted: 27 Feb 2013, 23:00
by Reg312
RBMW-Collector wrote:Here we come! This is huge map for slow researching matches. We have perfectly defensed fortress with 3 oil derricks in it and 2 oils more near by. It is recommended to play Galateya with 1-2 generators & 0-1 labs limit on T-2. Scavs are not agressive here.
nice map. we played it 3 hours!!
and so hard was to decide what strategy better

Re: Redemptor's maps

Posted: 28 Feb 2013, 15:10
by Merowingg
Hello RBMW-Collector :)

I like the map very very much :3

You have also give me nice inspiration in some fields, timed perfectly to a map I was thinking about :geek:

I will only say what I would add here. In accent on what I and ADD. Simply what I would do.

I would place at least one oil resource at each corner of the map. So a player could go there with purpose, and rewarded. Or if one forgets, punished of not having gone there. The small "islands of any kind" are really cool. But to make them perfect I would elevate them all above water a little to make it look more natural and eye candy. I would also elevate the shores of the big main island with the same purpose. Even if few degrees.

I would put few, very few objects, on the islands in the corners, just to reduce it emptyness, which tells if not regtoup hovercrapts there, then there is no point of going there.

the bases areas are really cool, I would still add some structures to them, not even defencive. And a few features on the main island too.

And maybe it would be good to spread oil, even if in a few, around the island.

I am just saying what I would do :3

Good work Sir.

Regards,

Mero RekamPam