Forged Alliance Forever Forged Alliance Forever Forums 2014-05-05T01:12:08+02:00 /feed.php?f=50&t=6126 2014-05-05T01:12:08+02:00 2014-05-05T01:12:08+02:00 /viewtopic.php?t=6126&p=72255#p72255 <![CDATA[Re: Map Testing Thread.]]> Statistics: Posted by IceDreamer — 05 May 2014, 01:12


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2014-03-08T12:17:49+02:00 2014-03-08T12:17:49+02:00 /viewtopic.php?t=6126&p=68291#p68291 <![CDATA[Re: Map Testing Thread.]]> - If the map has planar symmetry consecutive slots will be facing;
- If the map has rotational symmetry consecutive slots adopt the rotationally symmetrical positions and do not face;
- In 2v2 Maps team mates are on the same side, and not diagonally opposed (to prevent imbalance in the 2v1);
- In 4v4 Maps where players occupy the corners and the sides, teams are diagonally opposed and in clusters of two.

Statistics: Posted by Hawkei — 08 Mar 2014, 12:17


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2014-03-08T09:11:25+02:00 2014-03-08T09:11:25+02:00 /viewtopic.php?t=6126&p=68281#p68281 <![CDATA[Re: Map Testing Thread.]]>
Question: should I clear the Red boxes in the google doc when it is done?

Statistics: Posted by Hawkei — 08 Mar 2014, 09:11


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2014-03-06T17:14:54+02:00 2014-03-06T17:14:54+02:00 /viewtopic.php?t=6126&p=68121#p68121 <![CDATA[Re: Map Testing Thread.]]>
THERE IS A VAULT PROBLEM!
e.g. Jacks Mini-Arena

Vault say: v2 ...
If you download it you get v1 :(
viewtopic.php?f=3&t=6927#p68123

Statistics: Posted by Dragonfire — 06 Mar 2014, 17:14


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2014-03-06T16:57:00+02:00 2014-03-06T16:57:00+02:00 /viewtopic.php?t=6126&p=68119#p68119 <![CDATA[Re: Map Testing Thread.]]> Statistics: Posted by Rogueleader89 — 06 Mar 2014, 16:57


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2014-03-05T10:00:34+02:00 2014-03-05T10:00:34+02:00 /viewtopic.php?t=6126&p=67972#p67972 <![CDATA[Re: Map Testing Thread.]]>
Deering wrote:
Wow, just saw how many maps you tested today rogue. Great work

eh its a simple task, just time consuming, would go pretty fast if we had a dozen or so people working on it. Got another bunch done today, going to start running out of time to do this in the next few days but less than half the list left now (not including the people who ignored the red/green mark instruction, not sure what to do with those, could retest them or try to interpret their comments i guess), hopefully we can finish it up before the end of the week.

Statistics: Posted by Rogueleader89 — 05 Mar 2014, 10:00


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2014-03-04T12:52:11+02:00 2014-03-04T12:52:11+02:00 /viewtopic.php?t=6126&p=67873#p67873 <![CDATA[Re: Map Testing Thread.]]> Statistics: Posted by Deering — 04 Mar 2014, 12:52


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2014-03-04T12:20:22+02:00 2014-03-04T12:20:22+02:00 /viewtopic.php?t=6126&p=67870#p67870 <![CDATA[Re: Map Testing Thread.]]>
I assume we don't care if the ingame minimap works for the map or not? Do you want testers to comment on its working/not working regardless? (I've been marking maps with bad minimaps as perfectly fine if nothing else is wrong with them, but commenting on them in additional comments)

Should we consider cross positions on 4 corner style maps to be messed up spawns? (been considering these as such in my own testing)

Do you want us to leave our name if we test the map? I notice the tester column isn't editable so it uses up an extra column, and if we should leave our name then perhaps open up that tester column to be editable? (I'm currently leaving name in the H column in most cases)

and lastly a suggestion to simplify future map issues that crop up in galactic war (and stop a lot of comments here about bad maps using planet number..); how about putting the name of the map directly on the info displayed when you hover over a planet in galactic war? Would make reporting bad maps that slip through the cracks a bit easier.

Statistics: Posted by Rogueleader89 — 04 Mar 2014, 12:20


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2014-03-04T04:20:21+02:00 2014-03-04T04:20:21+02:00 /viewtopic.php?t=6126&p=67846#p67846 <![CDATA[Re: Map Testing Thread.]]> Statistics: Posted by Deering — 04 Mar 2014, 04:20


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2014-03-01T15:53:52+02:00 2014-03-01T15:53:52+02:00 /viewtopic.php?t=6126&p=67465#p67465 <![CDATA[Re: Map Testing Thread.]]> sry I had forget it ...

Statistics: Posted by Dragonfire — 01 Mar 2014, 15:53


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2014-03-01T11:19:42+02:00 2014-03-01T11:19:42+02:00 /viewtopic.php?t=6126&p=67411#p67411 <![CDATA[Re: Map Testing Thread.]]>
I've asked for 2 colors (green/red), now I have light green and other color I don't know about, some maps are green while the comment say that the spawn are not right,....

And after months, all maps are not tested, and it was just the first batch.

I need that list clean and complete.

So don't bother with the nickname of the guy who should test the map and please test them.

Statistics: Posted by Ze_PilOt — 01 Mar 2014, 11:19


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2014-02-27T12:40:35+02:00 2014-02-27T12:40:35+02:00 /viewtopic.php?t=6126&p=67155#p67155 <![CDATA[Re: Map Testing Thread.]]> Statistics: Posted by spooky9 — 27 Feb 2014, 12:40


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2014-02-23T20:09:49+02:00 2014-02-23T20:09:49+02:00 /viewtopic.php?t=6126&p=66616#p66616 <![CDATA[Re: Map Testing Thread.]]>
Adding replay.

Statistics: Posted by Turnus — 23 Feb 2014, 20:09


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2014-02-10T14:15:26+02:00 2014-02-10T14:15:26+02:00 /viewtopic.php?t=6126&p=64801#p64801 <![CDATA[Re: Map Testing Thread.]]>
Its different and kinda cool, but not sure if intended.

Also not really fair if you spawn in the mid range of 5 T2 pd.

Edit: Similar issue with Navarone which I can see is already in the document

Statistics: Posted by Deering — 10 Feb 2014, 14:15


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2014-02-07T13:50:20+02:00 2014-02-07T13:50:20+02:00 /viewtopic.php?t=6126&p=64428#p64428 <![CDATA[Re: Map Testing Thread.]]>

Awesome Maps

Balvery Mountains V2
Dessert of Pillars
Ozone Islands V3 2v2
Twisted Fate
Donners Pass
Final Duel
Luna
Experimentalists
Vikings Field
Ground Valley v.3
Jungle Valley
Last Idyll v.3
The Island Gulf
Equinox
Mountain Duel
Setons Shrunken
Ian Cross 10x10
Evergreen Isis 2v2
Frozen Wastelands v2
On Melancholy Hill v3
Storm Shelter (Shloob2)
Julia



Fairly Decent Maps - No major issues
Frosst
Virus 4v4
Asymmetric - Good map, but there is WAY too much mass for my liking.
Winter Duel Extra 10km X10km - Nice map, but the starting mexes could be a bit closer.
Ridge III

Balance Issues
Ertianz - Need to look at the distribution of mexes and balance mex/hydro spacing at start locations.
Attack and Defend - This map alters the mex locations based on the number of players. Please make sure this is balanced for a 2v1.

Map Design Issues
Ocean Divides - Fix spawns so that teams spawn same side
1v1 Hot Box - Had some issues during introduction of patch 3659. Shields were invincible. Please check map works. https://www.dropbox.com/s/0r26jjkj31qgx ... .fafreplay
Nuke the Elk - Awesome maps but there were some suspected issues of invincible shields. This is the best replay I could find. https://www.dropbox.com/s/g9fmlpdduokee ... .fafreplay
Fury 5 - Some mex sites are not buildable. Please fix the height map.
Divided Oasis - Please make teams spawn on same side (or put both wrong side players in middle positions).
Scf_02_Map_Air _Fight - Please review player starting positions. Recommend making teams north vs south.
Birdy - Some of the mexes in the hills are not buildable. Please adjust the height map.

Statistics: Posted by Hawkei — 07 Feb 2014, 13:50


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