New map: Dragons HQ

New map: Dragons HQ

All map release threads should be posted here

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jj
Posts: 273
Joined: 01 Apr 2006, 19:03

New map: Dragons HQ

Post by jj »

Dragons Headquarters v1
size: 16x10
metal amount: medium
geovents: 4
wind:4-21
The lava is water and will bring damage to your units.

DOWNLOAD


Image

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Last edited by jj on 01 Jan 2007, 22:41, edited 3 times in total.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Interesting. What does the metal map look like?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Lava and Surface loook Fantastigeric... so... so organic, like i alway wanted the left part of yilith to look. Sigh... Me dl it, now.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

ground decal = ugly.

Look at coreprime by mr D. He removed the ground decal and it is secks-e.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Now if I could just get ppl to play it :roll:
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

I like this map...

But yeah, you have a beautiful ground texture there, don't let spring mess it up! Do what smoth suggested, your texture will be crisper.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

When I saw the map I thought it looked like a wird dragon texture. But in 3d the map looks very nice. A lot better then your Speedmetal rip offs and crazy ass psycodelic wiggy.

So keep doing these things, you know. The good things!
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

MR.D wrote:Now if I could just get ppl to play it :roll:
like this?
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

That game was hillarious. In screen shot 95 I totaly slaughtered all of those units with like twelve mechs. It was sweet.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Quite a nice map,

However the mex range is too small, it's anoyying to build that many mexxes to cover one spot..
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

This map is a porcfest. If you get a guardian up near an enemy base, you win.
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

cool map. does anyone else have any trouble with spring repeatedly doing the pathings costs each time you load it? I've not seen any other map do it before.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

unpossible wrote:cool map. does anyone else have any trouble with spring repeatedly doing the pathings costs each time you load it? I've not seen any other map do it before.
Probably because you updated AA or some other mod.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

No, I confirm that it repaths every time. Mods are the same. Must be something with the map.
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

Cheesecan wrote:
unpossible wrote:cool map. does anyone else have any trouble with spring repeatedly doing the pathings costs each time you load it? I've not seen any other map do it before.
Probably because you updated AA or some other mod.
as above (and as i said) it repaths each time i play it
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Well that's rather odd then.
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jj
Posts: 273
Joined: 01 Apr 2006, 19:03

pathing

Post by jj »

Everytime you load this map you have to do pathing,
because there is a extra dot in the .smf file

Dragons HQ v0.5.smf

it's a stupid mistake, done it before but forgotten that it will give problems with pathing.
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Re: pathing

Post by unpossible »

jj wrote:Everytime you load this map you have to do pathing,
because there is a extra dot in the .smf file

Dragons HQ v0.5.smf

it's a stupid mistake, done it before but forgotten that it will give problems with pathing.
i take it we can't just rename the file then?
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jj
Posts: 273
Joined: 01 Apr 2006, 19:03

Post by jj »

yes you can,

i will publish v1 soon.

this will fix the path problem and i will make the ground a little bit harder
lets say about 50%
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

It needs features :(

so boring...
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