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T-33 Lib Very Active User
Joined: 26 Jul 2009 Posts: 164 Location: Singapore
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LawrenceA Administrator
Joined: 15 Feb 2010 Posts: 1135 Location: New Zealand
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Posted: Mon May 03, 2010 3:43 am Post subject: |
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Dosent look like there is much galaxite, that could b a problem
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galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
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Posted: Mon May 03, 2010 4:05 am Post subject: |
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Wow those intersections r good.
_________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Mon May 03, 2010 5:56 pm Post subject: |
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lib ur maps are beautiful like brian's pictures. but prob is ur maps lack galaxite.
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galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
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Posted: Mon May 03, 2010 7:20 pm Post subject: |
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This one has more money but man i still can't believe those rivers wow!
_________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Mon May 03, 2010 10:22 pm Post subject: |
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galm wrote: | This one has more money but man i still can't believe those rivers wow! |
rly? this map has "more money"?
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T-33 Lib Very Active User
Joined: 26 Jul 2009 Posts: 164 Location: Singapore
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Posted: Tue May 04, 2010 2:48 am Post subject: |
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Tested the map- it has playable levels of Galaxite but it starts out a little slow paced. Will add galaxite to improve gameplay.
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Tue May 04, 2010 8:05 am Post subject: |
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T-33 Lib wrote: | Tested the map- it has playable levels of Galaxite but it starts out a little slow paced. Will add galaxite to improve gameplay. |
_________________ It's the essence of combat; kill, or be killed.
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T-33 Lib Very Active User
Joined: 26 Jul 2009 Posts: 164 Location: Singapore
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Posted: Tue May 04, 2010 8:47 am Post subject: |
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At the very least adding galaxite will break up the ugly areas in the top right/bottom left hand corners.
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Tue May 04, 2010 8:52 am Post subject: |
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add large patches of galax in the empty spaces, and scatter some foliage around there
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T-33 Lib Very Active User
Joined: 26 Jul 2009 Posts: 164 Location: Singapore
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Posted: Tue May 04, 2010 7:11 pm Post subject: |
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Added some galaxite and plateaus.
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Tue May 04, 2010 7:35 pm Post subject: |
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eh... i feel like it could use 25% more galaxite
_________________ 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 May 04, 2010 7:49 pm Post subject: |
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Agree and lib how did u avoid the terrain unreachable with the plateas?
_________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Tue May 04, 2010 8:34 pm Post subject: |
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galm wrote: | Agree and lib how did u avoid the terrain unreachable with the plateas? |
galm those plateaus have nothing on them. If you have an unreachable area without any unit/structure/galax on it, then its allowed by the map editor
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T-33 Lib Very Active User
Joined: 26 Jul 2009 Posts: 164 Location: Singapore
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Posted: Wed May 05, 2010 6:40 am Post subject: |
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Updated once more.
Again, more galaxite and plateaus.
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