.:New Map:. Deserted Gully (retextured) - Page 2

.:New Map:. Deserted Gully (retextured)

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Molloy
Posts: 225
Joined: 05 Jan 2005, 22:05

Post by Molloy »

It's just that out of the 4 ways across the hills, two of them are so narrow and quickly blocked that they're worthless. And all 4 passes are quite steep. Maps like Speed Metal and Acid Bridge 3 have wider attack points than this map, and they're incredibly dull porc fests.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

you are aware that it is mainly designed with 1 vs 1 and 2 vs 2 in mind right?
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Molloy
Posts: 225
Joined: 05 Jan 2005, 22:05

Post by Molloy »

That's fair enough. I'd say it'd be much better in 1vs1 alright.
Doxs
Posts: 56
Joined: 10 Sep 2005, 16:07

Post by Doxs »

It might interest you that vehicles would work fine on some of the open areas but sooner or later they got stuck in large clumps spinning and subsequently refusing to move.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

ehh, spring pathfinding went to shit in this version, so did f2, so unfortunately I have no idea if it's springs pathing or the map causing this.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Retextured. Lastet version is 5.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Show some in-game shots.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

patience is generally a virtue... :D
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

We're very unvirtuous men.
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