Dead End

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Dead End

Postby Omnipotent » 26 May 2016, 21:48

If anyone is still using the mapping forums. Hello! I'm making a quick come back just to post a little something

10x10km 8 player map called "Dead End"

1.png
1.png (774.53 KiB) Viewed 4059 times


2.jpg
2.jpg (590.35 KiB) Viewed 4059 times


https://www.dropbox.com/sh/qziaga3lunyjq7p/AADsi0LwykCbXN8r5IIUzsxka?dl=0

Kind regards, please leave any feedback!

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Re: Dead End

Postby speed2 » 26 May 2016, 21:53

Way too many secure mexes for all players, nothing to fight for in the middle.
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Re: Dead End

Postby Omnipotent » 26 May 2016, 21:55

speed2 wrote:Way too many secure mexes for all players, nothing to fight for in the middle.


On initial inspection yeah of course, but did you actually play it??? There is wreckage in the center.
1 Sulphur Mounds, Sulphur Lake, and Open Combat
2 Coastal Bridge v2
3 Burner, Burner II
4 Fortress Ascent
5 Gap Of Genesis
6 Genesis VI, Genesis IV
7 Coastal Aisles
8 Hypothermia
9 The Requisite
10 New Wonder
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Re: Dead End

Postby ZLO_RD » 26 May 2016, 22:00

looks nice for me if you play it in 1v1 or 2v2 left vs right :)
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Re: Dead End

Postby Omnipotent » 26 May 2016, 22:02

ZLO_RD wrote:looks nice for me if you play it in 1v1 or 2v2 left vs right :)


Thank you, if you do play it, and you feel something should be changed. I will most likely change it!
1 Sulphur Mounds, Sulphur Lake, and Open Combat
2 Coastal Bridge v2
3 Burner, Burner II
4 Fortress Ascent
5 Gap Of Genesis
6 Genesis VI, Genesis IV
7 Coastal Aisles
8 Hypothermia
9 The Requisite
10 New Wonder
11 New Zeta Wonder
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Re: Dead End

Postby biass » 26 May 2016, 23:55

Hey, i loaded your map up ingame, i enjoy your strata combo, works very well :)

However, i think speed2's comments about secure mexes is correct, but i could see this map being made for a phantom or ffa if someone was bored of the (quite terrible) existing phantom maps

appearance wise? im not sure you modified the LOD cutoff on your decals, this means we have to zoom in to incredible amounts before they pop in, if you dont know what i mean, just try selecting all of them and changing the cutoff to 10000, and that will make your decals visible at all times :)

also, are they craters around the edges? i would assume if the area was hit by an artillery shell the top layer of the earth (grass) would have been ripped open, exposing the dirt underneath, so why do the craters have grass?

Thats all i can really think of, besides maybe some more decals for said craters, but otherwise i like it!

(if only we could get 8 people to download it and try..)
Map thread: https://bit.ly/2PBsa5H

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Re: Dead End

Postby JaggedAppliance » 26 May 2016, 23:57

You forgot a hydro on the left side.
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Re: Dead End

Postby Ithilis_Quo » 27 May 2016, 01:34

On 1v1/2v2 it should be awesome. But there is quite too meny mexes.

as 4v4... I dont play it but asume that it will not work that well as previous options while its to much turrtle positions and nothing to gain with agresion. But we will see.
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Re: Dead End

Postby Omnipotent » 27 May 2016, 09:28

JaggedAppliance wrote:You forgot a hydro on the left side.


You are right, thanks for letting me know!

Ithilis_Quo wrote:On 1v1/2v2 it should be awesome. But there is quite too meny mexes.

as 4v4... I dont play it but asume that it will not work that well as previous options while its to much turrtle positions and nothing to gain with agresion. But we will see.


I'm using the same amount of base mex points as Gap of Rohan (seeing is it's arguably the most popular map in FAF) but if I can improve this map, then I don't mind removing a few points, but I would like the input of several people in order to do this! I can't on just one opinion!

biass wrote:Hey, i loaded your map up ingame, i enjoy your strata combo, works very well :)

However, i think speed2's comments about secure mexes is correct, but i could see this map being made for a phantom or ffa if someone was bored of the (quite terrible) existing phantom maps

appearance wise? im not sure you modified the LOD cutoff on your decals, this means we have to zoom in to incredible amounts before they pop in, if you dont know what i mean, just try selecting all of them and changing the cutoff to 10000, and that will make your decals visible at all times :)

also, are they craters around the edges? i would assume if the area was hit by an artillery shell the top layer of the earth (grass) would have been ripped open, exposing the dirt underneath, so why do the craters have grass?

Thats all i can really think of, besides maybe some more decals for said craters, but otherwise i like it!

(if only we could get 8 people to download it and try..)


I will release a ver. 2 soon, I changed the cutoff as I got the decal bug at some point. The craters, have been there for a while. I'm sure nature would've taken over :D and the mex points, well could you be more specific regarding which mex points to remove? You take the original photo and circle any points that should be removed or moved.

Thanks everyone for your comments!
1 Sulphur Mounds, Sulphur Lake, and Open Combat
2 Coastal Bridge v2
3 Burner, Burner II
4 Fortress Ascent
5 Gap Of Genesis
6 Genesis VI, Genesis IV
7 Coastal Aisles
8 Hypothermia
9 The Requisite
10 New Wonder
11 New Zeta Wonder
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Re: Dead End

Postby JaggedAppliance » 27 May 2016, 16:18

I like the look of it and agree it could be nice for 1v1/2v2 but i also think there are too many mexes. I also prefer large rocks in the base for reclaim rather than some small ones because it's less clicking at the start of the game when manually reclaiming.
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