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trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
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Posted: Sun May 02, 2010 5:45 pm Post subject: |
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I just edited my Red Scare maps and made secret outposts 2v2 _________________ 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: Sun May 02, 2010 10:08 pm Post subject: |
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Lawrence you might want to edit a few of your maps.
Take for example the "we all scream for ice cream" map. You could try varying the scenery and terrain, add a few bushes here and there, etc. It helps to break up the monotonous green areas. _________________ --- |
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wonderer Let The Truth Be Told
Joined: 16 Oct 2009 Posts: 2221 Location: birth place of, TEXAS
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Posted: Sun May 02, 2010 10:14 pm Post subject: |
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That's an old map but yes change and make more better looking |
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LawrenceA Administrator
Joined: 15 Feb 2010 Posts: 1135 Location: New Zealand
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Posted: Sun May 02, 2010 11:12 pm Post subject: |
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Ok I will, but I have had my pc taken away as a temporary punishment (stayed up till 8:15 rather than going to bed at 8:00) so I will probably forget or not bother, just keep bugging me untill I do it _________________ You've just been |
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T-33 Lib Very Active User
Joined: 26 Jul 2009 Posts: 164 Location: Singapore
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galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
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Posted: Mon May 03, 2010 12:47 pm Post subject: |
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Holy **** that's amazing riverwork lib, the only comment I have with ur maps is galaxite levels are low. _________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
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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 2:53 am Post subject: |
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I will revamp my latest maps (4 of them) next week and add more galaxite. The lack of money at the start of a match detracts from the gameplay (frequent out-of-cash moments). _________________ --- |
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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 8:06 am Post subject: |
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lol i imagine security guard battles _________________ 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 8:33 am Post subject: |
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Security guards are pretty useless even with their $100 cost. 3 Broadswords can destroy 20, and 3 T-33s can mow down a whole army.
The only thing they are good for is removing rocket troopers. _________________ --- |
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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 8:36 am Post subject: |
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security guards are weak against everything. I wish scott would buff em up a bit so they're more immune to broadsword and rocket fire. I believe right now 2 rocket troopers can kill a security guard. useless useless useless
add bunkers too _________________ 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 8:40 am Post subject: |
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Bunkers would be nice...
so would snipers
refogging maps
air units
river units
urban tiles
snow tiles
etc etc...
The only way I see security guards being viable is that they cost $50. _________________ --- |
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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 8:51 am Post subject: |
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omg lib i agree with you on everything EXCEPT river units. They would be so limited
but air units, air transports, refogging, bunkers, medics, buffed up security guards, a weaker version of andy that doesnt regenerate HP (the sniper) they would all be great. along with new tilesets _________________ 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 9:03 am Post subject: |
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Me, I would go with urban tilesets and refogging most of all. I would certainly use the mapmaker much more often.
River units would be good with sea tiles. Imagine multiplayer maps, with both sides launching epic D-Day invasions at the enemy coasts with transports, supported by long range battleships and whatnot. Basically for sea units, only two would be necessary for balance:
Destroyer/Cruiser/Battleship
and
Land Unit Transport. _________________ --- |
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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 9:07 am Post subject: |
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im a mapper too, but i wouldnt mind new units and such
well, air transports can suffice. We could probably have sea units IF scott puts in a water paint tool in the editor _________________ 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 7:15 pm Post subject: |
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Estuary updated with more galaxite. _________________ --- |
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