New Map: FrostBiteV2 - Page 2

New Map: FrostBiteV2

All map release threads should be posted here

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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Thanks for the comments! Heres version 2. I've upped the metal a bit and increased the opacity of metal spots. Instead of giving 1 metal per mex each spot gives 1.3 now (Let me know if this is too little). I'll be thinking about what I can do about the features.

Download FrostBiteV2: http://www.unknown-files.net/index.php? ... &dlid=1809
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

The metal output is a lot better now!!

Thanks hrmph! :)
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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

[EDIT] I should finish reading the whole thread before I reply.
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Paappa
Posts: 26
Joined: 29 Jul 2005, 12:01

Post by Paappa »

Nice map. ballance and gameplay are brilliant on this map. Water ways could be little more wider in my opinion but its not a big deal. Also I thing shores are too steep. Boats cant se inland. I dont now is this a engines, mods or maps fault. or is It intentional? ( I usually play AA )

Edit: I took second look on those shores and they looked like they were intentionally made so that boats cant se inland.
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Thanks for the comments. That wasn't intentional, but an interesting effect of the heightmap. Usually if you don't have LOS on the land you should force fire your boats at metalspots/flatlands. Most likely you'll destroy something if your enemy is focusing on land. Does anyone know if/when the sonar bug is fixed? I have been avoiding this map because of it...
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Paappa
Posts: 26
Joined: 29 Jul 2005, 12:01

Post by Paappa »

Useing Forcefire involves too much micro. I use scouts or Radars instead. Thats what they are for :D
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

peeper+missile frigates+ghosted buildings=win
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