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Luoyang, 1v1 map
Gracia
post 27 Dec 2015, 18:05
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My second ever map. Luoyang; once home to many of China's former powerful Emperors and seats of ancient capitals. Rich in history and rapidly modernising, Luoyang now comes to ROTR for you to play in. Recommended to play in PVP although the AI works.

Features:

-A large wealth of detail whilst being favourable for quick and long matches (some areas will be less in detail for certain reasons)
-A centre which encourages for you to fight over and hold on to
-Each player starts in the corners with a single 30k dock which means you'll need to expand soon
-One oil and a 60k supply dock in the north-west and the same in the south-east
-A fun small easter egg for you to discover
-...and some other things I've forgotten about

Screens:

http://puu.sh/mai72/63a6c3e4cc.jpg
http://puu.sh/mai86/28bee1e3d5.jpg
http://puu.sh/maibU/85808c2848.jpg
http://puu.sh/majM6/1dbc0f1c79.jpg
http://puu.sh/majNO/16f013b19f.jpg
http://puu.sh/majPu/eb99ba9ffb.jpg
http://puu.sh/majWA/1790492cc0.jpg



(Note1: Russian Sokols will have the correct cameos here!)
(Note2: This map uses map.ini, it is recommended you manually download due to map transfers being dodgy)

As always, please post your feedback. I do intend to improve some areas but for now, this'll do.

Note3: Not actually accurate representative of Luoyang(!)

This post has been edited by Jie: 1 Jan 2016, 17:39
Attached File(s)
Attached File  Luoyang.rar ( 138.57K ) Number of downloads: 25
 


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MARS
post 27 Dec 2015, 18:40
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I just gave this a try as China (fittingly) versus the GLA. It is a very nice map. 1vs1 maps offer the possibility for a lot of visual detail and neat little features due to their smaller scale and this map is a good example of that. The city areas look very lively and colourful and it is clear that you put a lot of thought and creativity into their design. I particularly like the use of concrete walls, which funnel troop movements in a way similar to natural obstacles whilst being destructible, which allows for the tactical breaching of wall sections to create new passages. Outside the towns, the landscape is open for quick manoeuvres and flanking attacks whilst still offering a lot of visual finesse. The temple area in the north-west looks especially spectacular in this regard. What I also like is the fact that despite being a snow map, there is a lot of texture variety and little patches of greenery (and even decorated hedgerows) to break up the wintery landscape. Overall, a very well designed map that's definitely worth checking out and coming back to as well smile.gif

This post has been edited by MARS: 27 Dec 2015, 18:42
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Skitt
post 27 Dec 2015, 20:21
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Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum.



i just had a quick run on the map eca vs gla
Map looks good
ai plays well


nicely done jie smile.gif


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Arc
post 28 Dec 2015, 3:44
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The map.ini is named map.ini.txt... Nothing serious, but still.

This post has been edited by Arc: 31 Dec 2015, 8:11
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Gracia
post 1 Jan 2016, 17:41
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I've updated the first post, as far as I'm concerned this map is largely finished but I will make improvements if issues are raised.

-Map.ini fixed
-Minor texture improvements
-Restored missing AI scripts
-Other little things which I can't remember...


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Mizo
post 6 Jan 2016, 16:05
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Absolutely beautiful ohmy.gif biggrin.gif


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Mizo
post 10 Jan 2016, 6:34
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Is it me or are the middle tech structures Invincible?


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Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters....
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Gracia
post 10 Jan 2016, 13:20
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Yep that is intentional, I wanted the middle ones to be fought over instead of fire and forget, but as I said if it became a problem I'd be willing to change that.

Also, anyone found the toxiny surprise yet? I8.gif


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(WbG)~SpeC~
post 11 Jan 2016, 6:28
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old bastard



6/10


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