speed2's maps

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speed2's maps

Postby speed2 » 13 Feb 2015, 23:33

Seraphim Outpost
- 10km
- 1v1 (Top Left vs. Bottom Right), 2v2 (Top vs. Bottom)
- Jammer Crystals (you have to kill them to stop jamming)
- Walls and Civilians (no PDs)
Image

Seraphim Outpost 4v4
- 20x15km
- 4v4 (Top vs. Bottom)
- Jammer Crystals (you have to kill them to stop jamming)
- Walls and Civilians (no PDs)
Image

Seraphim Outpost 6v6
- 20x20km
- 6v6 (Top vs. Bottom)
- Jammer Crystals (you have to kill them to stop jamming)

Image

No AI markers on any of Seraphim Outpost map.

Monaki
- Do not get lost in the hidden territories of Monaki, try to survive while you controll it. Dominate or be dominated, blood runs down.
- 5x5km
- 1v1
- Walls and Civilians (no PDs)
- AI Markers
Image

Haven Reef V2

Image

  • Balanced reclaim on both sides.
  • Bomber should be not able to bomb all the wrecks in a single pass
  • Fix heightmap where you could get to the water over the cliff on one side of the map:
    Image

If you want some additional changes, let me know. Removing those trucks with 100s mass in it could be on the list.

Shard
- 10 km
- 1v1

Image
Attachments
X1MP_004.v0003.rar
(779.47 KiB) Downloaded 200 times
Last edited by speed2 on 09 Aug 2016, 19:23, edited 12 times in total.
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Re: speed2's maps

Postby Lu_Xun_17 » 15 Feb 2015, 16:02

The map is pretty cool, interesting hydro positioning, however i don't see the point of those civilian planes.
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Re: speed2's maps

Postby speed2 » 16 Feb 2015, 03:49

The jamming is there to bring something new that isnt on other maps. Yes it is annoying, its harder to spot enemy planet among the false radar signatures, but the crystal can be killed. SInce its not giving any advantage to niether of players I think its fine.
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Re: speed2's maps

Postby speed2 » 17 Feb 2015, 02:13

Ive started work on true EP version of my map (not just throwing more spawns and mexes in between those that are already on a map)
Result should be 20x15km

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Re: speed2's maps

Postby speed2 » 26 Feb 2015, 23:17

Getting closer and closer to relase

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Re: speed2's maps

Postby speed2 » 01 Mar 2015, 04:48

Fix some details, run few tests, add AI markers and its done. :)

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Re: speed2's maps

Postby speed2 » 02 Mar 2015, 21:22

4v4 and 6v6 Version Done. Enjoy!

Updated first post.
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Re: speed2's maps

Postby speed2 » 04 Mar 2015, 00:52

Updated 2v2 version (10km).

Changelog V3:
- Reduced reclaim
- Added more textures and decals
- (Jammer crystals stay!! )

Enjoy!
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Re: speed2's maps

Postby speed2 » 09 Mar 2015, 03:54

New map coming soon, this time small 1v1

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Re: speed2's maps

Postby Lionhardt » 09 Mar 2015, 08:31

Why not put in 5 mins of effort to give us screenshots that actually can serve as basis for some feedback? I always make sure to do so...

And I'd like to comment on your stuff, but those screenshots you give us always keep me from doing so.
Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
Spoiler: show
[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns

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