ahh. i always used the ftp on the old UFcronos wrote:The file did not upload to unknown files over the php function so I put it on my Owen server until I find a way to upload it there.
magnetic_Lands_V1 New map by cronos 32x32
Moderator: Moderators
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Pressure Line wrote:ahh. i always used the ftp on the old UFcronos wrote:The file did not upload to unknown files over the php function so I put it on my Owen server until I find a way to upload it there.
but that function has not bin implemented on the new version so now ftp upload to UF
Last edited by cronos on 23 Oct 2007, 11:11, edited 1 time in total.
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Reupload the file, it doesnt have .sd7 at end of filename, dot missing. (of course i renamed it myself into sd7, but supernoobs cant do that, thats why it needs to be reuploaded now when nobody else than me have the map).
Also write the filename with first letter uppercase, so it doesnt go in the end of the map list :)
Edit: UF removes the dots? o_O
Also write the filename with first letter uppercase, so it doesnt go in the end of the map list :)
Edit: UF removes the dots? o_O
Last edited by TradeMark on 24 Oct 2007, 12:52, edited 2 times in total.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
It's a very nice map but besides making it an open map you didnt really consider any of the things i wrote about in the letter..you basiclly made a comet cather with more metal spots on the sides of the map....
my e mail to you:
hi its PRO_BasiC from TASpring.
Im sending you an email about making a flat map...
I was thinking about a flat map,not completly of course,on which you would have alot of open areas to maneuver.
Imagine Comet Catcher but with much less metal spots that give more metal..thus making only a few areas of interest instead of the whole map and the rest of the areas is for maneuvering.The metal map will have to be constructed wisely so those empty spaces will be usable for flanking for example.So you get a big map with only a few spots of metal and the rest is maneuvering space.. so players go to those metal spots but since the metal spots are not all around u dont defend everywhere.. only in certain places.That opens the map for many tactics of flanking of attacking directly the initial base and not the expension points.. in my mind im actually imagining a say 14x16 map for 1v1...but u can make it 20x20 and make the metal spots worth ALOTE(but of course ull have them in certain places only not scattered around the entire map) so ull get a team game with massive armies that actually have space to maneuver in and not just drive through passages..
Such a metal map will creat a game with expensions.. an initial base and defended extension but the whole map will not be covered with llts or hlts like it happens on cc cause u have metal spots everywhere.I think the important thing is to not make the expensions block the initial base from enemy attacks.Lets examine Comet Catcher again.In team games on Comet Catcher
you have the initial base and u expend forward making a line defence in the middle(if ur enemy is ur equal u will both have to porc in the middle).Tha line defence will defend ur "expension" but in the same time defends ur initial base except maybe for bomber runs or air raids..i want to avoid that situation so the map has to be quite big compared to the number of players that should play it.. but not too big obvously and not too porcy expensions or it will become a bertha war..you have to leave attacking options open yet not allow for long range plasma turret war.
I hope i made sense.
:)
my e mail to you:
hi its PRO_BasiC from TASpring.
Im sending you an email about making a flat map...
I was thinking about a flat map,not completly of course,on which you would have alot of open areas to maneuver.
Imagine Comet Catcher but with much less metal spots that give more metal..thus making only a few areas of interest instead of the whole map and the rest of the areas is for maneuvering.The metal map will have to be constructed wisely so those empty spaces will be usable for flanking for example.So you get a big map with only a few spots of metal and the rest is maneuvering space.. so players go to those metal spots but since the metal spots are not all around u dont defend everywhere.. only in certain places.That opens the map for many tactics of flanking of attacking directly the initial base and not the expension points.. in my mind im actually imagining a say 14x16 map for 1v1...but u can make it 20x20 and make the metal spots worth ALOTE(but of course ull have them in certain places only not scattered around the entire map) so ull get a team game with massive armies that actually have space to maneuver in and not just drive through passages..
Such a metal map will creat a game with expensions.. an initial base and defended extension but the whole map will not be covered with llts or hlts like it happens on cc cause u have metal spots everywhere.I think the important thing is to not make the expensions block the initial base from enemy attacks.Lets examine Comet Catcher again.In team games on Comet Catcher
you have the initial base and u expend forward making a line defence in the middle(if ur enemy is ur equal u will both have to porc in the middle).Tha line defence will defend ur "expension" but in the same time defends ur initial base except maybe for bomber runs or air raids..i want to avoid that situation so the map has to be quite big compared to the number of players that should play it.. but not too big obvously and not too porcy expensions or it will become a bertha war..you have to leave attacking options open yet not allow for long range plasma turret war.
I hope i made sense.
:)