Discussion in 'Mapping' started by =HELLION=, May 11, 2006.
No no, the Com car doesn't die in the water. You can also drive it along the cliff.
well im not sure where you are talking about , got any screen shots ?
ok i must not know what your talking about , would you have any screen shots either ?
another mirror for this map hosted by Qwerty
[Latest One] Version 1.31
ill update the front page as well, thanks all that are hosting the download, gg.
just thought I'd put my reply in this thread to say I just had the most fun game I ever had in empires, in this map. I will be very disappointed if this isn't made official, as the elevation means that artillery need to think rather than just aim straight forward and pwn there are many routes to travel and it is just great fun
CAn't really think of any improvements, good job :D
I've uploaded this map to the official server.
i noticed that when i was on an hour or 2 ago... it was so sweet i got a little tingle in my no-no place.
hellion best map on empires then again i havent played mvalley but anyway i love this map! also please i wis you could have made it so u can go in the mountains nf can at there base! and BE cant
I havn't really been paying attention to this map up until now, but I'm glad I downloaded it. This map looks like it will do well!
on a completly unrelated note, i love how sgt.mike's rank is now flashing "emp_recruit for life"
im back thanks for the comments guys , i look forward to installing all my stuff back now that i got my hardware set up, and seeing this on the official server
map is fun fun
Been playing it on official server today and it's been pretty fun every time and had good fps :D
Though there are a couple issues.
- BE do seem to be able to get nodes faster than NF. If I were you, I'd dig a bit into the T-junction on the NF side of the bridge and place a res node there like how it is on the BE side.
Also move top right res node somewhere out of the way like the bottom right node, just so it's all fair
- When you build turrets and stuff on the towers or bridge and they're destroyed (towers and bridges) the turrets just float there.
Other than the above, I would only suggest perhaps a few more, different textures in places and I'd definately support this for an official map.
i agree on the res node issues... although i can say with a nf team that knows the map , they can make it to the 2nd res node as fast as the brenodi, in fact they can almost get to the brenodi's 2nd faster then them
... ive had a few game where we were struggling to get out of our own center area and never made it as brenodi... the next update that comes out , with the new restrict com building tool, i plan on makeing some changes , and additions...
dee , for the textureing , notice how theres not any exploiting ? also how theres no exploiting on dust storm? they both have the same 1 basic texture, and theres no displacement brushes that are not connected for players to slip into.
but none the less ill try to get something , it might be a while because im working on props too.
can you take a sshot of the minimap and point out what areas that you would change ? so i can get a better picture ? thanks for suggestions.
Click, it's a thumbnail!
The red bits are bits to be "cut out"
Yellow dot in C6 is an added res node and the res node in D6 to be moved to the cut out area in E6
Reasons: Both sides will have 3 res nodes, each in similar positions and cover to their enemy's counterpart while having the middle res node being fought over.
NOTE: This is just a rough idea of what I'd like to see. I'll leave it to you to modify it how you like
^dee^: thank you SOOO much, i can totally see what your geting at now. i agree 100% actually those were probably what i was going to do, also i was going to attempt to add a small walkable path in the nf side to let them get out.
But the big issue here is the vis distance. and if i ' open ' up any more of the map it will mean i will see longer distances.
40% of what you see in E6 is actually skybox but i think i can make it happen. i did notice that the nf side was a little bit more narrow and had less building room. the original map i did was similar but because of the vis distance limit i set, i had to compleatly redo the nf side , wich after about 50 times of laying it flat , then resculpting i finaly called this good... the modifications you suggest mostlikely will work, however the gard towers wont be able to distroy turrets that are on them, but if you think about it , if you take out the tower then the engy cant get back up to there to repair it , thus you take down the tower you can take out the turrets easy(er).
imo i would really love to make it so the gard towers only need to be built and the turrets automaticly spawn on top as lvl3 ... then if you were to take them down the whole thing would blow up, actually id just like it if the comm could build towers themselfs
i say keep it. the BE do have a res advantage as is, but their main base is easyer to attack and they have less locations to relocate if the need to.
if you do change nodes around make the BE main more defendable or make the NF easyer to get to.
i've found, though, that if the nf doesn't move their comm vehicle fairly early on, they can easily get trapped in a siege. this happens to the nf almost every time. i think it would be great if they had another way to get out of their main base.
couldn't you make it so the tower and bridges create some sort of invisible explosion that damages anything in close proximity, enough to destroy turrets and whatever else is built on it?
a trigger hurt would be better along with the source equivealent of a func_wall_toggle so the blocks disappaer when the tower is destroyed
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