I'm your Map Craftsman!

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I'm your Map Craftsman!

Postby Prince__ » 30 Jul 2012, 22:40

A lot of peoples asked me to edit/fix some cool maps....but sometimes I get sooo much wishes,impossible to remember all the mapnames and what needs to be done.

So just do following here:

-Post the correct mapname
-What needs to be done

Maps to be done:


6 Leaf Clover - EP
The Ditch - EP
Phenom Spartiate - Redesign
Setons Clutch - adding Teleport function
White Fire Islands - Fixing the heightmap
Saltrock Colony - EP

Ready/Fixed maps:

Cold Valley v2 - Front mexes and Hydros aren now a little bit closer to the top team.
Hrungdaks Canyon v2 - Added 2 Hydros
Desert Planet II v2 - Added for the left and right commander one mexe near the Hydro , Added one mexe for back players
Zorg Outpost II - Fixed map being completely black
Fields of Thunder v2 - Balanced reclaimable stuff
Forbidden Pass v2 - Deleted two stones ( top right spawn next to the hydro)
Ambush the enemy II - Moved the rocks near the spawn ( because they got destroyed after the spawn) , Top right corner and buttom left corner were affected.
Last edited by Prince__ on 30 May 2013, 20:07, edited 9 times in total.
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Re: I'm your Map Craftsman!

Postby Kryo » 30 Jul 2012, 22:59

how far are you into scripting? You know the map aperture laboratories with the teleport system? I always wanted a seton kind of maps with "bridges"

As there are no bridges I would suggest to realize that with the same teleport system. Could be awesome: One big ocean and still land connections. You know what I mean? I think that would rock.

If you can make this work, you could do all kind of sea maps with "bridges"

Also the map "Cold Valley" needs a fix, the upper team has longer ways to the hydro and front mex spots.

also the map design of Coastal Siege FA is great, but it is quite imbalanced in reclaim and mex positions.

Also I like Desert Planet, but it could use an extra mex or two for each player imo

And finally the map Hrungdaks Canyon is quite cool, but has a hydro missing or also a mex i dont remember correctly.
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Re: I'm your Map Craftsman!

Postby Prince__ » 30 Jul 2012, 23:08

Kryo wrote:how far are you into scripting? You know the map aperture laboratories with the teleport system? I always wanted a seton kind of maps with "bridges"

As there are no bridges I would suggest to realize that with the same teleport system. Could be awesome: One big ocean and still land connections. You know what I mean? I think that would rock.

If you can make this work, you could do all kind of sea maps with "bridges"

Actually I'm not really far in scripting ,but I also had a look into that teleporting thing and your idea is really nice.I don't really now if I could get it to work but I will try it.
I'll let you know if there's chance or not.
---
(The 4 maps will be fixed maybe all today,if not tomorrow for sure.)
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Re: I'm your Map Craftsman!

Postby Koecher » 30 Jul 2012, 23:09

Just do me a favor and snap the mass- and hydro-spots to the grid in the future :lol:
A Mexi next to a mass spot just looks wrong :P
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Re: I'm your Map Craftsman!

Postby Prince__ » 30 Jul 2012, 23:13

Easier said than done.I have no idea why this happens...sometimes it just works fine and on another map it reeeaaly don't wanna stay in the square.

I made the thermo 6vs6 or 5v5(dont remember) and tried nearly 30 mins to get that crap in it but it wasn't possible.

But ok,I'll try my best.
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Re: I'm your Map Craftsman!

Postby Koecher » 30 Jul 2012, 23:36

Prince__ wrote:Easier said than done.


Nope, its done as easy as its said :P

Map editor --> Options --> Auto snap to Grid enable (disable it again to place props out of the grid, so it looks more natural)
after this, just grab every placed mass marker, move it and you will see it snaps to the grid now - which is the same grid that is used for the building stuff ingame. (you actually need to move it after you placed to make it snap to the grid :roll: )
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Re: I'm your Map Craftsman!

Postby Prince__ » 31 Jul 2012, 12:27

Thanks Koecher :D
-
Hmm Kryo I hope you meant Desert Planet II because the normal 2v2 one is really small O,o
I checked Coastal Siege FA but can't really see where it's unbalanced ..
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Re: I'm your Map Craftsman!

Postby Kryo » 31 Jul 2012, 12:50

Prince__ wrote:Thanks Koecher :D
-
Hmm Kryo I hope you meant Desert Planet II because the normal 2v2 one is really small O,o
I checked Coastal Siege FA but can't really see where it's unbalanced ..


yes Desert Planet II the 3v3 map, 20km x20km i think?
I will have a look at coastal siege and check it out and tell you if I can find it again.
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Re: I'm your Map Craftsman!

Postby Plasma_Wolf » 31 Jul 2012, 13:32

You can also hold the shift key to move markers in the unit distance of the grid and keep them properly aligned in the grid that way.
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Re: I'm your Map Craftsman!

Postby uberge3k » 01 Aug 2012, 18:01

If you see Pic anywhere, let him know. He had a few map ideas that he was looking for someone to make.
Ze_PilOt wrote:If you want something to happen, do it yourself.
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