ROTR Converted maps Ready for download., By Skitt and M.P |
ROTR Converted maps Ready for download., By Skitt and M.P |
12 Oct 2015, 15:53
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#26
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
added:
Lightsout - no snow Thefrontline - no fence Final Crusade - No river -------------------- |
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12 Oct 2015, 16:01
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#27
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AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
Rik, Next up is Forgotten Forest. Remove the fences around the map that screws up with unit movement pathfinding, and the watch tower garrisons around each base , as well as replacing the bridges with land.
-------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
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12 Oct 2015, 16:03
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#28
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Rik, Next up is Forgotten Forest. Remove the fences around the map that screws up with unit movement pathfinding, and the watch tower garrisons around each base , as well as replacing the bridges with land. definitly, the pathfinding on that map drives me nuts -------------------- |
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12 Oct 2015, 16:35
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#29
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Added:
Forgotten Forrest Fixed -------------------- |
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12 Oct 2015, 17:01
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#30
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Shockwave & ROTR Fan Group: Members Posts: 156 Joined: 10 May 2015 From: Philippines Member No.: 11315 DavidNeump |
After playing these maps a bit i can simply say they are amazing. Removing the pathfinding obstacles opens up so many more options for play. Honestly, I reckon these maps are worthy of being added into the game officially either as replacement for the ZH versions of their originals, or as new [ROTR] versions. Keep up the good work Skitt Couldn't of put it better myself And more maps today, you're spoiling us! This post has been edited by MrThirsty247: 12 Oct 2015, 17:03 -------------------- |
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15 Oct 2015, 16:48
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#31
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Added:
riverwar no river version 2, version 1 will remain as its still fun -------------------- |
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15 Oct 2015, 19:27
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#32
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AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
Hmmm I dont think the water body at the south left between the supplies is needed. The map is already chokey in a sense that you can secure your main base easily due to the path of the cliffs being small.
-------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
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16 Oct 2015, 7:54
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#33
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The Sun Hero Group: Members Posts: 784 Joined: 22 July 2013 From: India Member No.: 10041 |
Would these maps be added to 1.86 ? It would be cool if they were added.
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16 Oct 2015, 22:50
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#34
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Added:
Snowflake v1 Tournament blizzard no snow. Map Pack 2 -------------------- |
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16 Oct 2015, 23:38
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#35
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Top Law Group: Members Posts: 147 Joined: 17 June 2014 From: Some random Tf2 map Member No.: 10509 Stuff Stuff Blah Blah Blawh Law |
Can you do bridge war without water and make it all apocalyptic
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17 Oct 2015, 0:04
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#36
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Can you do bridge war without water and make it all apocalyptic interesting, shure ill give it a go was wondering what to do to that map -------------------- |
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20 Oct 2015, 21:54
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#37
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
riverwars v2 sorry the maps bugged and i cant fix it atm.
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21 Oct 2015, 1:10
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#38
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Group: Members Posts: 374 Joined: 28 February 2014 Member No.: 10315 |
is there a way to distinct these maps from others? i'd wish them under "new category", like [GEN], [ZH] and [ROTR] are now. 'cause i still have original versions and want to know which is which. smt like [FiX] would be good..
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21 Oct 2015, 3:37
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#39
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Certified Shitposter Group: Tester Posts: 2410 Joined: 30 December 2013 From: Straya' Member No.: 10248 pls join my games im lonely =c |
is there a way to distinct these maps from others? i'd wish them under "new category", like [GEN], [ZH] and [ROTR] are now. 'cause i still have original versions and want to know which is which. smt like [FiX] would be good.. Not a bad idea. Having [ROTR] and [FIX] would be great -------------------- Many thanks to IvanMRM for my avatar and Star for drawing my epic signature. You guys rock! Join our Discord Server for a great community and plenty of games and memes! Also, check out our ROTR - Fan group on Facebook. |
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21 Oct 2015, 7:13
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#40
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The Forums American Hotshot Flyboy Group: Tester Posts: 2859 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
Can we just add [Skit] and skit can you add the Intro bar like other mappers do
Missing Mission Intro 01: Map made by X fixed by Skittles -------------------- |
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21 Oct 2015, 14:36
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#41
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
is there a way to distinct these maps from others? i'd wish them under "new category", like [GEN], [ZH] and [ROTR] are now. 'cause i still have original versions and want to know which is which. smt like [FiX] would be good.. Not a bad idea. Having [ROTR] and [FIX] would be great Can we just add [Skit] and skit can you add the Intro bar like other mappers do Missing Mission Intro 01: Map made by X fixed by Skittles i may do -------------------- |
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25 Oct 2015, 4:17
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#42
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
I Give you Fallen Empire Forrest Edition
Turned the map into a Temperate Forrest setting would of liked to have done more but i hit the world builder Texture limit. Altered the edges of the cliffs to make the path finding a bit better for getting to the middle for your dozers at the map start. Some small Garrisons added to the map to change the game play up a little bit. 4 wooden watchtowers 1 on the outskirts of each base 2 shacks added in the middle area. Map Download link at the bottom of the first post for this topic. Link -------------------- |
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25 Oct 2015, 11:23
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#43
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
3 more maps for you guys. Download links are in the first post.
Lagoon Fix issue with the east supply's and the garrison, the supply's were blocking the garrison from firing to the south. minor change but makes a difference for early game screenshot Mountain Path Fix 2v2 map Removed the middle bridges and replaced them with a large land bridge Removed the 2 artillery platforms, replaced one with a bunker Rotated the small Secondary supply's for easier build access Removed some random Impassable Terrain from the flat areas. Screenshot Restless Souls fix 2v2 map (The default version has a ton of issues) (also known as the forgotten Forrest 2v2) Removed the 3 bridges and replaced them with land bridges (pathfinding) Removed all the impassable terrain between the player start positions (pathfinding) Removed the random little walls (pathfinding) Removed Both Tech Airfields Removed 1 of the North East oil's and moved the other north east oil slightly (balance) Flatten'd out the player start positions (build space was an issue Especially for eca) Replaced all four 30k docks with 60k docks Fixed several Texture issues Screenshot This post has been edited by mr_Skittles: 25 Oct 2015, 12:53 -------------------- |
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25 Oct 2015, 11:54
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#44
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Group: Members Posts: 327 Joined: 4 May 2015 Member No.: 11257 |
3 more maps for you guys. Download links are in the first post. Lagoon Fix issue with the east supply's and the garrison, the supply's were blocking the garrison from firing to the south. minor change but makes a difference for early game I love you! P.S. to Xattus: Justice will be served! This post has been edited by Grim Tuesday: 25 Oct 2015, 11:55 -------------------- No technique is forbidden. |
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25 Oct 2015, 12:20
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#45
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Nuclear Winter 2v2
Tech Repair replaced with refinery Land bridges made wider The Two 60k docks removed one 30k dock per player one oil Derick per player one oil Derick in the Side expansions Screen shot As normal the download link is in the first post. This post has been edited by mr_Skittles: 25 Oct 2015, 12:43 -------------------- |
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27 Oct 2015, 11:09
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#46
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Group: Tester Posts: 1833 Joined: 29 May 2012 Member No.: 9155 |
Nuclear Winter 2v2 is very low supply one.
Each player starts with 1.5 supplies, if corner oils get contested/killed while contested and nobody could get a solid hold on them, 12 minutes into the game everyone will be running on single oil. Combined with map size, encourages sececo spam right from the start, with limited defense force/corner assaults to deny the oil. This post has been edited by Knjaz.: 27 Oct 2015, 11:09 |
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27 Oct 2015, 11:42
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#47
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Nuclear Winter 2v2 is very low supply one. Each player starts with 1.5 supplies, if corner oils get contested/killed while contested and nobody could get a solid hold on them, 12 minutes into the game everyone will be running on single oil. Combined with map size, encourages sececo spam right from the start, with limited defense force/corner assaults to deny the oil. erm you were the one that said 30k docks, ill switch it to 60k This post has been edited by mr_Skittles: 27 Oct 2015, 12:00 -------------------- |
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27 Oct 2015, 11:51
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#48
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Added: Airforce General v5
Oils moved for south player slight terrain issues fixed map is quite balanced I play on this one a lot verses Mizo Tis fun -------------------- |
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27 Oct 2015, 12:14
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#49
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
Added:
Nuclear Winter v1 2v2 docks changed from 30k to 60k Farmland Fury v1 Center supply's removed Random Road to nowhere removed -------------------- |
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27 Oct 2015, 13:01
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#50
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Group: Tester Posts: 1833 Joined: 29 May 2012 Member No.: 9155 |
erm you were the one that said 30k docks, ill switch it to 60k 30k docks for primary supply are a requirement to be added into official map pack. I've never said "please 30k docks for Final Empire or Nuclear Winter" If my memory serves me well, I kinda said something opposite to that... This post has been edited by Knjaz.: 27 Oct 2015, 13:02 |
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Lo-Fi Version | Time is now: 28 April 2024 - 5:03 |