Posted: Tue Oct 02, 2018 12:37 am Post subject:
[4] Tournament Gold Rush
Subject description: Medium sized 2v2 tournament style map.
Medium sized 2v2 tournament style map. 2 small expansion fields, 1 medium starting field on each side for teams to share, then a big field in the middle to fight over.
I fixed the train tracks even thought it doesn't show it in the picture. Let me know if you find anything else that needs fixing. I've tested it and couldnt find anything and the AI doesnt get stuck on anything so far.
a few issues
-IMOV impassable overlays only need to be placed under tree groups. It's not necessary to place on cliffs, they are impassable by default. This may even cause pathfinding problems if they are placed on cliffs.
Do not place IMOV under single trees. They are destroyable and it's annoying when you kill a tree and the cell is still impassable/unbuildable.
See DTA mapping guide
-tiberium placement needs to be randomized. Either do this manually by placing different tiberium overlays, or use Map Tool with Bittah's randomizer
-is it intentional that the center tibfield (green/blue) has a gem spreader with a green tiberium blossom tree? TIBTREE3 could be changed into VINTREE3 to spawn blue tib. The invisible spreader changed into a vinifera spreader.
Since there isn't much tib on this map, i think it could even work if you place in the center a few mixed Vinifera and Riparius spreader there, even slightly around the center tibtree, to give the field also later a mixed tiberium field. They are invisible and passable, so you can also place the spreader in this case slightly around the tree with overlapping spread areas.
-you have Riparius Spreader (green tib) under Ore mines at the players resource fields.
Since they are obviously tiberium fields, you should replace the Ore mines with tiberium trees.
-balance wise, the amount of resources is extremely low. 1 tib field for 2 players is nothing.
The small separate tib fields without any tibtree are not worth to expand there. Either change them into blue tib or give them a tibtree.
A map with these few resources surely ends in very quick matches with players barely reaching radar tech level before the first one is defeated. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Okay Ill see what I can do. I thought before the impassable overlay wasn't automatic on cliffs and same with the trees. I have more than just single trees in the forest spread throughout the map because i used the tree painter. Would it be okay to keep the trees as they are?. I was going to use them mainly to shield artys and serve as detail at the same time.
Also I didn't really know how the switchable resources worked, but yeah I wanted a gem field in the middle idk why the tibtree is there i thought i removed it. I'll upload the new version in a bit. QUICK_EDIT
Okay here is the 2nd version. 1 small tiberium field at each starting location. All impassable removed from all single trees, impassable removed from cliffs, 4 blue fields added and all fields regrow plus middle field has mixed spreaders. I hope there isn't to much resources at the starting location because I didn't want it to be a camp fest.
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