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have you played this map? |
no |
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55% |
[ 5 ] |
yes |
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22% |
[ 2 ] |
no... but i will |
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22% |
[ 2 ] |
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Total Votes : 9 |
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Strobe Semi-frequent Poster
Joined: 16 Apr 2010 Posts: 40
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Posted: Tue Apr 20, 2010 1:21 am Post subject: Strobe 2v2 Unlimited |
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My first map, could some people play it and tell me what i have done wrong? Galm, Nate, Jao ect
Description: a 2v2 map on the desert, a pad gives the players unlimited $ if stoop on, the map is in a horizontal rectangle, the players that are allies are next to each other
Author: Strobe
Version: 1
Screenshots; play the game
http://www.warfareincorporated.com/xyzzy/viewtopic.php?p=23432#23432
Last edited by Strobe on Mon Apr 26, 2010 12:18 am; edited 5 times in total |
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Tue Apr 20, 2010 8:41 am Post subject: |
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ill try it and look out for bugs _________________ It's the essence of combat; kill, or be killed.
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galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
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Posted: Tue Apr 20, 2010 12:35 pm Post subject: |
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Haha he said my name first I feel special:) yeah I'll check it out too. _________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
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delta1 Very Active User
Joined: 19 Dec 2009 Posts: 182 Location: New york
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Posted: Tue Apr 20, 2010 12:45 pm Post subject: |
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Wow Oooooffffff course your checking hiz and not mine you said you just want to watch me FAIL . Wow _________________ The best. |
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Tue Apr 20, 2010 5:07 pm Post subject: |
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ok strobe i havent played your map, but i did see it on the map editor
-Red has an advantage & disadvantage. because his HQ is positioned a lil further up than the rest, it is closer to the pad, but his start area also has less building space. try making the map equal by filling up all corners
-the pad is not really at the center, it's 2 spaces away from the right side. move it one space to the right and itll be fine
-i predict that the walls around the pad will bring frustration. this might not be true, but i just predict it, because its a 1x1 passageway (one unit at a time)
-add some eye-candy. This rly doesnt affect gameplay, but eyecandy will make the map more enjoyable
your off to a great start mate _________________ It's the essence of combat; kill, or be killed.
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N@TE Chief Administrator Emeritus
Joined: 06 Dec 2009 Posts: 985 Location: Colorado
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Posted: Tue Apr 20, 2010 6:06 pm Post subject: Finished Testing |
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I finished testing this map, and there was a few things wrong with it:
1. The walls to block the minimap were a little off. It was 1 too high, and 1 too short, as shown here:
2. The walls to block the minimap were not on both sides of the map. This should be done for fairness.
3. The pad in the middle was not completely centered. It also could not be centered properly because of the map size. Both of these can be shown with the length picture and the width picture.
4. The HQs were not on the x and y axis as the ones above and/or below them. This leads to slight unfairness.
5. This is not really something that has to be necessarily fixed, but it is a criss-cross alliance. Since it is such a small map, this will most likely end up being blue vs cyan in most cases. The top can easily rain down on the bttom is a short period of time. I suggest left v right/right v left.
I have fixed ALL of these cases, including #5. It is availible to download at this website. Please feel free to modify my updated map as needed. _________________ Warfare Incorporated Former Head of Administration || Steam username: WINate |
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Strobe Semi-frequent Poster
Joined: 16 Apr 2010 Posts: 40
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Posted: Tue Apr 20, 2010 9:27 pm Post subject: |
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Nate, u are the man. I made it a cross cross allience so that it wouldn't be to much like bit 2v2. Now that we can say that the allies are diagonal the pad position no longer matters. If it is further away from one player on a particular team, it will be closer to the other. No team has the advantage, because of the crisscross allies. But saying blue and cyan will be the end players is a really good point. And also all that stuff about the minimap walls was very true. Thankyou Nate and everyone else |
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Tue Apr 20, 2010 9:28 pm Post subject: |
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lol.. and you totally ignored my advice... which is basically the same thing as nates.... _________________ It's the essence of combat; kill, or be killed.
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Strobe Semi-frequent Poster
Joined: 16 Apr 2010 Posts: 40
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Posted: Tue Apr 20, 2010 10:29 pm Post subject: |
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no, i am very appreciative of you too. it was just that nates post was last and he updated my map for me! |
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Tue Apr 20, 2010 10:37 pm Post subject: |
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lol i was jk xD _________________ It's the essence of combat; kill, or be killed.
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Strobe Semi-frequent Poster
Joined: 16 Apr 2010 Posts: 40
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Posted: Tue Apr 20, 2010 10:51 pm Post subject: |
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ok, I have updated the map, the hq starting position for allied teams are now both touching each other, both teams in top corners. i also made the time for all the unlimited money to dissapear instantanous. Thanks for the help |
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Strobe Semi-frequent Poster
Joined: 16 Apr 2010 Posts: 40
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Posted: Tue Apr 20, 2010 11:45 pm Post subject: |
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updated again: I accidentally put the enemies next to each other, rather than with heir own allies |
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N@TE Chief Administrator Emeritus
Joined: 06 Dec 2009 Posts: 985 Location: Colorado
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Posted: Wed Apr 21, 2010 5:46 pm Post subject: No problem |
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No problem Strobe, I'm glad to help. This is kind of what I do; help people with their maps. If you have any more quetions you can contact me anytime via pm. _________________ Warfare Incorporated Former Head of Administration || Steam username: WINate |
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