Forged Alliance Forever Forged Alliance Forever Forums 2016-01-06T19:03:36+02:00 /feed.php?f=53&t=11395 2016-01-06T19:03:36+02:00 2016-01-06T19:03:36+02:00 /viewtopic.php?t=11395&p=117145#p117145 <![CDATA[Re: Converting big maps into small 1v1/2v2]]> Statistics: Posted by Kalvirox — 06 Jan 2016, 19:03


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2016-01-06T17:46:12+02:00 2016-01-06T17:46:12+02:00 /viewtopic.php?t=11395&p=117138#p117138 <![CDATA[Re: Converting big maps into small 1v1/2v2]]>
Kalvirox wrote:
Why have you put that spawn with a hydro in that position and not further down towards the bottom left cliff?

becasue then botom spot would be more likely air spot what is in nearly any map bad design. When its on spot that is dangered by water he cant mape only eco and air.

Statistics: Posted by Ithilis_Quo — 06 Jan 2016, 17:46


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2016-01-06T14:46:31+02:00 2016-01-06T14:46:31+02:00 /viewtopic.php?t=11395&p=117116#p117116 <![CDATA[Re: Converting big maps into small 1v1/2v2]]> Statistics: Posted by Kalvirox — 06 Jan 2016, 14:46


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2016-01-06T00:52:20+02:00 2016-01-06T00:52:20+02:00 /viewtopic.php?t=11395&p=117105#p117105 <![CDATA[Re: Converting big maps into small 1v1/2v2]]>
one spot is on bridge, what should be naval spot, or air spot, but its risky to go only for air because enemy navy will rule.
4th. spot that is slightly more on front, but not far to not create air spot in midle.

added some mexes, probably should be also in water

Statistics: Posted by Ithilis_Quo — 06 Jan 2016, 00:52


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2016-01-05T23:38:54+02:00 2016-01-05T23:38:54+02:00 /viewtopic.php?t=11395&p=117102#p117102 <![CDATA[Re: Converting big maps into small 1v1/2v2]]> Statistics: Posted by speed2 — 05 Jan 2016, 23:38


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2016-01-05T23:28:19+02:00 2016-01-05T23:28:19+02:00 /viewtopic.php?t=11395&p=117099#p117099 <![CDATA[Re: Converting big maps into small 1v1/2v2]]>
speed2 wrote:
D4E_Omit wrote:
speed2 wrote:Adding players, mexes hydros, wreckages... no problem
changing heightmap, trees, rocks ... problem, on some of the original maps even impossible.


Why is that impossible? I can edit the original maps just fine?

But not FA maps


Yeah, you can, you just need to rename the scenario.lua of the FA map, and then edit a scenario.lua of a supcom vanilla map and edit it so it works.

Takes maybe 2 mins to switch around the scenario files and make it work :)

Statistics: Posted by D4E_Omit — 05 Jan 2016, 23:28


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2016-01-05T18:45:13+02:00 2016-01-05T18:45:13+02:00 /viewtopic.php?t=11395&p=117087#p117087 <![CDATA[Re: Converting big maps into small 1v1/2v2]]>
Having the acu fly in by transport is kinda cool, the map is just too big.

Statistics: Posted by CookieNoob — 05 Jan 2016, 18:45


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2016-01-03T16:22:33+02:00 2016-01-03T16:22:33+02:00 /viewtopic.php?t=11395&p=116950#p116950 <![CDATA[Re: Converting big maps into small 1v1/2v2]]> Statistics: Posted by Kalvirox — 03 Jan 2016, 16:22


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2016-01-02T22:10:23+02:00 2016-01-02T22:10:23+02:00 /viewtopic.php?t=11395&p=116916#p116916 <![CDATA[Re: Converting big maps into small 1v1/2v2]]>
Ithilis_Quo wrote:
https://www.dropbox.com/s/z6rbrnzxttwpw92/Screenshot%202016-01-02%2016.11.02.png?dl=0

Alfa 7 quarantine
+- 8x8 2v2/1v1 map

just one small thing, that one is 18x18km, look in the first post.

Statistics: Posted by speed2 — 02 Jan 2016, 22:10


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2016-01-02T20:06:08+02:00 2016-01-02T20:06:08+02:00 /viewtopic.php?t=11395&p=116908#p116908 <![CDATA[Re: Converting big maps into small 1v1/2v2]]> Statistics: Posted by briang — 02 Jan 2016, 20:06


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2016-01-02T20:03:07+02:00 2016-01-02T20:03:07+02:00 /viewtopic.php?t=11395&p=116907#p116907 <![CDATA[Re: Converting big maps into small 1v1/2v2]]>
D4E_Omit wrote:
speed2 wrote:Adding players, mexes hydros, wreckages... no problem
changing heightmap, trees, rocks ... problem, on some of the original maps even impossible.


Why is that impossible? I can edit the original maps just fine?

But not FA maps

Statistics: Posted by speed2 — 02 Jan 2016, 20:03


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2016-01-02T19:12:01+02:00 2016-01-02T19:12:01+02:00 /viewtopic.php?t=11395&p=116905#p116905 <![CDATA[Re: Converting big maps into small 1v1/2v2]]>
speed2 wrote:
Adding players, mexes hydros, wreckages... no problem
changing heightmap, trees, rocks ... problem, on some of the original maps even impossible.


Why is that impossible? I can edit the original maps just fine?

Statistics: Posted by D4E_Omit — 02 Jan 2016, 19:12


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2016-01-02T17:52:00+02:00 2016-01-02T17:52:00+02:00 /viewtopic.php?t=11395&p=116900#p116900 <![CDATA[Re: Converting big maps into small 1v1/2v2]]> Statistics: Posted by Kalvirox — 02 Jan 2016, 17:52


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2016-01-02T17:41:57+02:00 2016-01-02T17:41:57+02:00 /viewtopic.php?t=11395&p=116899#p116899 <![CDATA[Re: Converting big maps into small 1v1/2v2]]> changing heightmap, trees, rocks ... problem, on some of the original maps even impossible.

Statistics: Posted by speed2 — 02 Jan 2016, 17:41


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2016-01-02T17:30:15+02:00 2016-01-02T17:30:15+02:00 /viewtopic.php?t=11395&p=116897#p116897 <![CDATA[Re: Converting big maps into small 1v1/2v2]]>
Ithilis_Quo wrote:
https://www.dropbox.com/s/z6rbrnzxttwpw92/Screenshot%202016-01-02%2016.11.02.png?dl=0

Alfa 7 quarantine
+- 8x8 2v2/1v1 map


I would play that. It looks good.

Statistics: Posted by Kalvirox — 02 Jan 2016, 17:30


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