heres a pic
www.brockhillcafe.plus.com/euro_city.jpg
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euro city |
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i have made the ammendments suggested to me by the admin for this map. im not really sure what to make of it. let me know
heres a pic www.brockhillcafe.plus.com/euro_city.jpg |
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Re: euro city | #1 | ||
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Interesting take on the split map idea. Couple comments/questions.
1) Hit the 'L' key before you take a screenshot. That will light up the whole map (can be useful during games too) and make things easier to see. 2) The leftside bunkers have normal walls but a single locked military door. If there's no way to unlock the door, then it will act as an indestructible shield after the canisters go up and blow the walls down. Is this deliberate? (honestly wondering) Other than those, I'd like to see a game or two on it to see if there are enough tactical options and/or whether it's a one horse map (not necessarily the worst thing). |
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Re: euro city | #2 | ||
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I checked your map, and as it seems not much have changed, so I suspect you haven't uploaded the new version of it yet.
Here's a quick evaluation of your map trough the pic of yours: ![]() The red doors on upper deployment buildings are of wrong type. These doors are indestructible, and therefor when the rest of the building might vapourize around it, the door remains (and look silly). Swap those doors for destructible ones There in the northern road those damaged road tiles are of pavement instead of road. Pleace change them to road color. the switches standing next to the main bulding doesn't open any doors. If you rotate them as I advised, they'll open the door they're next to. The switch in far right is positioned faulty and facing wrong direction. Are the yellow marked forcefield equipment supposed to be non functioning? Can't say anything from the grass as the pic's too dark... I wish that once you have made these changes you should test you map's mechanics in hotseat mode. |
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update | #3 | ||
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changed a few things. more playable (i hope) and red door has switch on left. let me know what u think |
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and heres the image | #4 | ||
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Re: and heres the image | #5 | ||
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1. Ease up on the metal walls and doors - They can lead to a poor play. Put some more regular walls on the way instead!
2. Triple metallic doors won't work. Test them in action and you'll see! Triple industrial walls work all fine, however. 3. Randomize your grass bits with R tool. 4. The red doors aren't still working in the middle building, and even worse, they're mounted on industrial walls now. Neither does work the switch in right. 5. The road up north has still wrong coloured damage tiles on it. 6. Overlapping problems on building north west. 7. Are you sure you need that much cannisters in the face of the west buildings? |
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further update | #6 | ||
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thanks for all the suggestions jaques cartier and your patience! im hoping this version will conform to the lsn ideas...it certainly looks more playable and am playing it now. www.brockhillcafe.plus.co..._city4.gif |
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working | #7 | ||
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working on post (9/1/08 17:52) jaques cartier |
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update | #8 | ||
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update | #9 | ||
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Re: update | #10 | ||
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I suggest that you test all your forcefields in action.
You also have some work left in the doors in eastern buildings to make them function. I suggest using completely white industrial walls on interior walls of industrial buildings. Make sure you keep the industrial walls facing the same way from the building's point of view. Do you need metal outlining on your map, as it increases missile's efficiency? (your call) Don't forget that too confined metal buildings can be quite psyker paradises for smart enough players, and especially against correct races. |
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update | #11 | ||
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Re: update | #12 | ||
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Currently your top and bottom forcefields are un functional and will collapse, you need to power the other relay post too. Shutting down either of powered relay posts will shut the forcefield down.
Your north- and southmost door controls are not functioning right now. None of the four. I again raise the issue of test all the equipment you have put on your map by yourself in hotseat mode. As you added the metallic walls in east, you radically decreaced the efficiency of missile tanks, and also made it harder to assault the eastern bunkers, that are hard enough to assault right now. Currently it is a psyker heaven. You also have strange asphalt segment in your south east building, does that belong there? Also, you should re-randomize the grass field under the woody area west. Use the R tool to do it the easy way. |
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update | #13 | ||
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Re: update | #14 | ||
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I take that you didn't test the eastmost doors?
On other note, the pic's too dark again to examine the map properly. |
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update | #15 | ||
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Re: update | #16 | ||
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Grass needs still randomizing. And you have one window the wrong way around installed there...
Other than that, it's ready for evaluation when your map's turn comes. |
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question | #17 | ||
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no clues as to where it is ?
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update | #18 | ||
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i hope the grass is randomized enough.
again, thanks for all your help on this map! i know how patient you must have to be with newbie map creators ! www.brockhillcafe.plus.co...city10.jpg
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Re: update | #19 | ||
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No probs, just doing my job that I like, and using my developed skills on it.
Btw, spotted a cornerpiece and a window wrong way around from building's point of view down near southern forcefield. Actually it's delightful to have respond on the fix request once in a while. Besides, on your next maps your much less likely to repeat the same mistakes. |
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update | #20 | ||
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hey there, its easy to overlook these things i apreciate the help. I have made the corrections you asked, and uploaded the ara. map. files. thanks again! |
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