New map Lush River

New map Lush River

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mufdvr222
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Joined: 01 May 2005, 09:24

New map Lush River

Post by mufdvr222 »

Last edited by mufdvr222 on 13 Jun 2006, 00:52, edited 1 time in total.
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NOiZE
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Post by NOiZE »

Looks intresting.. how big is the map?
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Rayden
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Post by Rayden »

nice map
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LOrDo
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Post by LOrDo »

I like the water, nice texture, otherwise its pretty average,
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Neddie
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Post by Neddie »

I like it. Now, create a tundra map with cliffs and ruins- no less than 32 x 32 in size. :P
mufdvr222
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Post by mufdvr222 »

NOiZE wrote:Looks intresting.. how big is the map?
16 x 16.
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Das Bruce
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Post by Das Bruce »

Are there any parts land units can cross?
hollowsoul
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Post by hollowsoul »

*wonders*
Does a spring support no-player static objects that can be destroyed & repaired & not reclaimable (maybe possible feature to work on in the future when more important things fixed / coded)

i.e be nice to make map that has static bridges (in seperate structures, so u can blow up a section of it) Imagine placin a afew mines on bridges :)
mufdvr222
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Post by mufdvr222 »

Das Bruce wrote:Are there any parts land units can cross?
No.
Except the Commander.

<edit> I thought about making the river crossable, but any half decent player can air lift a few construction units over a river.
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Pxtl
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Post by Pxtl »

hollowsoul wrote:*wonders*
Does a spring support no-player static objects that can be destroyed & repaired & not reclaimable (maybe possible feature to work on in the future when more important things fixed / coded)

i.e be nice to make map that has static bridges (in seperate structures, so u can blow up a section of it) Imagine placin a afew mines on bridges :)
Sort of. You could make a dam - make a landbridge, and then build intangible features that just hide the landbridge and make it look like a nice graphical object.
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NOiZE
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Post by NOiZE »

Just tryed it out in spring

I wish the mex radius was a bit bigger so easy upgrade to moho is possible.

and is Lush really the good name? looks almost like scotisch hills (which looks nice)

But isn't Lush much more intenser green?
mufdvr222
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Post by mufdvr222 »

I gotta agree with you there, I was going to re name it, but thought Fuc* it :lol: its green and it has trees so it meets two of the major criteria. :shock:
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Forboding Angel
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Post by Forboding Angel »

This is one hell of a pretty map imo, my only complaint is the mex radius, and honestly that's not a big deal imo. That and I wish the sky was bluer, but meh :lol: It looks very nice.
mufdvr222
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Post by mufdvr222 »

Forboding Angel wrote:This is one hell of a pretty map imo, my only complaint is the mex radius, and honestly that's not a big deal imo. That and I wish the sky was bluer, but meh :lol: It looks very nice.
Thanks :-) If the mex radius is to small I can change it, how large a mex radius are we talking about, its currently 45.
Last edited by mufdvr222 on 13 Jun 2006, 13:50, edited 1 time in total.
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NOiZE
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Post by NOiZE »

like 80
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NOiZE
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Sorry to bump this.

but this map could also do with some more metal.. also it looks like the left side has way more land, thus metal patches so not really fair.

I hope you can release another map with about the same theme, but just improved with the points stated here. I really love the looks of the river :-)
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Slamoid
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Post by Slamoid »

hollowsoul wrote:be nice to make map that has static bridges (in seperate structures, so u can blow up a section of it) Imagine placin a afew mines on bridges
We all wish. This falls into the catagory of multi-leveled heightmaps or traversable features, both of witch are impossible right now due to pathing limitations. The only way would be some clever playing with the heightmap; Unless of course there's a dev already working on this, but to my knowledge there's none.
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Forboding Angel
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Post by Forboding Angel »

grrrr I never replied. If you can set the mex radius to 120. 120 makes mohos and reg mexes super easy to place.
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