Coments on Hydraiel - Page 2

Coments on Hydraiel

Discuss maps & map creation - from concept to execution to the ever elusive release.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Seems like i have to do another Speedmetallversion, to get Players into new Territorys.. :cry: :evil: :twisted:
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

Someone should probably make some more speedmetal maps, other than speedmetal. You know, with real chokepoints and open spaces and high ground, and room for flanking. I bet a lot of people that like to not worry about economy would still enjoy the tactical decisions varied terrain brings. And if the map is good, release a normal version too.
Synsless
Posts: 20
Joined: 17 Dec 2006, 05:49

Post by Synsless »

I strongly agree w/ Erom, metal maps may not be as strategic and complex overall as non-metal maps, but SpeedMetal definitely gives the idea a bad name hehe
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Picasso, this map is boss. It makes me want to make a map with a bunch of rice paddies and dikes, and it's really beautiful :-)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

thx, ARgh - have you tested it in Nano ? I tried Gundam, AA and EE on it, but i don`t have the most actual versions of all those Mods, so i have AI Troubles:)
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Well I got one very short game on it. One thing you might want to consider is using one of those typemap thingy's to speed up the movement of units in the shallow water. Right now they're too slow and your best bet is air or sea.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Erom wrote:Someone should probably make some more speedmetal maps, other than speedmetal. You know, with real chokepoints and open spaces and high ground, and room for flanking. I bet a lot of people that like to not worry about economy would still enjoy the tactical decisions varied terrain brings. And if the map is good, release a normal version too.
That is a horrible idea. People should learn how to play the game properly. :roll:
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

I like maelstroms idea. Infact I'm going to go and start a channel for people that want to be part of a group that tests new maps and maps that have quality but are unplayed, and try and get them mainstream.

I'll leave all other things down to whoever wants to make this group/run it or whatever but the channel is as of now:

#mapsquad

Join in and idle, make a plan of action and delegate responsibilities to some people to get this started. Its all on you, lets do it.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

LordMatt wrote:
Erom wrote:Someone should probably make some more speedmetal maps, other than speedmetal. You know, with real chokepoints and open spaces and high ground, and room for flanking. I bet a lot of people that like to not worry about economy would still enjoy the tactical decisions varied terrain brings. And if the map is good, release a normal version too.
That is a horrible idea. People should learn how to play the game properly. :roll:
Are we back to the Hun and Egg Game again ? Who was first there, the Problem that People don`t learn the Game and turn to Speedmetall, or the Speedmetallmap which prevents people from learning the Game...

Sorry, i think Erom is right - and not just because a Speedmetallversion is the only 500 dls Map i own. I think it would be really helpfull to add Territorys to the SM-Map. They will not move, so we have to do the first step..

I will work on that - and maybee there will be even little space for some Ricefields :)
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