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Posted: 10 Sep 2005, 11:01
by NOiZE
mufdvr222 wrote: Noize, The start positions should be right where they are in the original, right down to the pixel,, will check it out.
well i ment 1 and 2 aren't opposite

Posted: 10 Sep 2005, 15:34
by mufdvr222
I see what you mean, I wanted to keep the start positions as they are in ota
Its essential to keep to the original and how it plays.
Different players like to start at a preffered start position in some cases.

Posted: 04 Nov 2005, 16:05
by NOiZE

Posted: 17 Nov 2005, 20:17
by Forboding Angel
needs a bit of a metal boost imo

reg mexes only get .2 - .4 metal from the gashes

Posted: 17 Nov 2005, 20:29
by Min3mat
good stuff. a low metal map, REALLY low :D:D:D

Posted: 17 Nov 2005, 20:52
by NOiZE
now it just needs it's rocks back :D

Posted: 17 Nov 2005, 22:06
by Min3mat
hehe nice one volunteering urself ;D

Posted: 18 Nov 2005, 05:29
by mufdvr222
Forboding Angel wrote:needs a bit of a metal boost imo

reg mexes only get .2 - .4 metal from the gashes
That just confirms what I set out to achieve with this port,, a version of PD for spring that has you scrambling all over the map for metal like you should :lol:

Posted: 18 Nov 2005, 17:44
by BadMan
The reason why it was a low metal map was to expand fast...and suck up all the rocks. That should be more than enough res to get your fusions up for some MMMs and moho mexes.

Posted: 18 Nov 2005, 19:21
by Min3mat
lol...
the whole idea being to NOT focus the game on res and moho MMs.....instead the fun early-mid game with raiding and expansion and a handful of level 2. not a map for the porcers this, porc and u will be ground beneath my AK's sandals