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Old 05-25-2010, 02:44 PM   #21
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I will be doing some fixes and updates tonight based on Pidgeonis comments. I will post a new link tomorrow.

Then I need more reviewers!!!


Thanks Pidgeoni
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Old 05-25-2010, 07:56 PM   #22
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Quote:
Originally Posted by CypherZ View Post
People would fight inside of the plateau, build a garr, whatever they could.

IMO, i'd scrap the idea.

i diddagree. i thind thad a helthd shrine would be a sweet add. i tried to figure that one out myself actually. no seccess. i think its a symple thind to do though.

gg. map looks sweet. gonna check it out......

ok checked it out. i really like the plateau effect going on. most areas look multi lvled. and i think the upper lvl will cause more defending to go on. meaning we got a untouchable BD going on and we need constand defenders. whch i think is sweet. base defence work is a differant type of fighting. did you know the tempest can shoot up high and far by pointing backwards?

one possible problem that might happen is elevator garissons. meaning placing a gar pointing at the hill, and spawning on top. might not even be a problem.

i think the flow of battle will be hard to predict. making defence a big thing again.

one more thing. have you played around on the map as a comander? looks like the border of the map is just barely missing some spots. i had that problem before. it looks totally playable though from com seat. just a few blind spots.
i like the details allot.
so the top is ment to be unsiegeable from the botom? that i also think is cool. will force Multi Builder Garrison counters.

one more thing i just knoticed. there is some red blocker area that needs cleaning. on the top lvl some areas have blockers that will stop anyone from using range downhilll....ect. and a few movement spots need help. try using the 3D area blocker. it works well for blocking, withoug blocking range and siege.

GG.
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Old 05-28-2010, 04:55 AM   #23
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Lots of changes from the 0.9 download(more then I want to name). Check it out again

Also, I updated it with the custom map patch and please add this thread to the released projects section.


Here is the 1.0 download
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Old 05-28-2010, 05:13 AM   #24
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should i move this to released projects yet?
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Old 05-28-2010, 02:11 PM   #25
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Quote:
should i move this to released projects yet?
Yes
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Old 06-19-2010, 08:45 AM   #26
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He who controls the upper ground, controls the battlefield eh?

- in north there`s a small issue with occluders and the arch
- some odd blockers near the paths leading up on to the upper terrain
- terrain texture in the north with th stairs is kinda bad, use a different one, dirt or something along those lines.
- the water pools are way too big, again there is some issues with occluders
- sky is still default, change the sky,its one of those important visual things for a map
- top looks ok but still kinda meh with the borders, you could enable some skybox there
- texture around the scar is meh, use more variety !
- terrain textures overall could use more different samples
- foliage is ok
- westernd and eastern passage need more detail
- make sure both bases have enough room for tech and towers
- what makes you sure that those small arches will prevent the siege to go up there ? All they needs is a well placed garrions or a sublair on top of the plateu.
- saps and jmen will have some issues with those paths leading up.
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Old 07-31-2010, 08:14 PM   #27
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1.1 updates

made a few small changes.

new environment settings ... The sky is now blue with a brite sun and the valleys are now darker.
I also added a few trees.
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Old 08-29-2010, 07:50 PM   #28
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I realy like this map. Keep it up
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Old 10-08-2010, 08:17 PM   #29
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Any new progress?

I hope it becomes official if and when it's complete.
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Old 04-02-2011, 03:37 AM   #30
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The link isn't working. This map looks awesome!
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