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Battle for Giza, 1v1 Map
Marakar
post 27 May 2016, 8:14
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Was jotting some ideas for a 1v1 map and decided to make a desert themed map.




CURRENT (VERSION 1.2, FINAL)




VERSION 1.0 LOGS THIS POST, FUTURE CHANGES LISTED ARE IN POSTS.

NOTE: AI NOW WORKS ON THIS MAP


- Starting Position with a village near the Command Center as well as a Primary Supply of 30K.

- Village Supplies, which is suggested as your second supply, being close to the enemy, guarded with garrisons and even has GLA aesthetics (they won't harm you). Village has 24k of supplies.

- Your far supply, which is directly above if on right or under if on left your starting position. Contains 60k worth of supplies. GLA Soldiers for aesthetics purely, won't cause any harm.

- An oil on the bottom and top of the map, occupied with GLA Soldiers as well as a BM-21 Grad (can't be manned by infantry) on the hill. Sneak attack on the back as aesthetic (can't be used).

- Pyramid in the middle of the map between the two villages near their corresponding players.






Credits to Skitt, Mizo and RikerZZZ for giving some tips on what to do here and there.

This post has been edited by Marakar: 29 Jun 2016, 15:27
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Attached File  Battle_for_Giza__Marakar__C__Final.zip ( 98.17K ) Number of downloads: 20
 


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Skitt
post 27 May 2016, 13:28
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Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum.



add an ingame map preview image pls,


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Marakar
post 27 May 2016, 13:31
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Added Map Preview.


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M01
post 3 Jun 2016, 4:39
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Yo buddy... Still Alive?



sneak attacks seems to b a theme here

could it have some of the usable caves/tunnels (it's in the world builder but isn't used that much in-game
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Marakar
post 14 Jun 2016, 12:54
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I was considering having caves on the mountains, but PvP wise it would be really unbalanced (Sentinels popping out of Caves is not the greatest way to balance this map for PvP)

I'll just stick with the Civilian Sneak Attacks purely because they add to the GLA theme, and if you need to get build space behind them you can always destroy the sneak attack smile.gif


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Zion
post 16 Jun 2016, 14:08
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Its got potential, I can pizazz it for you if u'd like tongue.gif Cuz i like the idea.

My OPINION, is make the land smooth, I know u don't want people to build in certain areas, but it looks like crap now, and playing "those" types of maps, that restricts my build space is extremely annoying. If this is for pvp u should be able to build anywhere. And the gla on the map, doesn't look good, tunnels are floating in mid air, and you dont need that many. I would say, get rid of them from the hills and places some gla in the towns, but minimal, position the tunnels in a way where you know its fake, cuz when playing gla on this map, is going to be confusing. (to be honest I would never place an army unit on a map for pvp) but thats just me. The sneak attacks are more of a waist of space, you can build something there like a barracks, why not morph the sneak attack into the hill so that its out of the way.

make supplys in that "perfect angle", for supply placement i forgot what degree angle it is, test it in sandbox.

other than that, let me know I can make the landscape a little more appealing, and i can do AI support, for those cpu players sleep.gif biggrin.gif

EDIT:
yea id say this gla theme would be nice for a campaign, but I feel like most people are just going to be confused with all the gla units, id say keep things civilian..
get rid of all gla stuff. I played a quick game on this and im all nervous that gla is everywhere lol I mean this would be perfect for a gla player, kinda like a hacked map tongue.gif

This post has been edited by Zion: 16 Jun 2016, 15:15
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Marakar
post 20 Jun 2016, 18:16
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QUOTE (Zion)
My OPINION, is make the land smooth, I know u don't want people to build in certain areas, but it looks like crap now, and playing "those" types of maps, that restricts my build space is extremely annoying.


The main reason I restricted build space was because it was to prevent ECA from being able to bunker down very easily by simply walling off the two sides of the pyramid. That was the main reason, but if it serves to be more problematic, then I can help remove that, but it still possible to create large main bases and forward warfactories if you get into your opponent's territory.

QUOTE (Zion)
make supplys in that "perfect angle", for supply placement i forgot what degree angle it is, test it in sandbox.


If you are referring to the supply docks, it should be possible for perfect placement. If refering to the piles, its intended that perfect placement won't be achievable.

QUOTE (Zion)
The sneak attacks are more of a waist of space, you can build something there like a barracks, why not morph the sneak attack into the hill so that its out of the way.


I chose the Sneak Attack over the Barracks since its a bit more easier to destroy due to the lack of hole, and you can always destroy the civilian structures if space is needed.

QUOTE (Zion)
And the gla on the map, doesn't look good, tunnels are floating in mid air, and you dont need that many.


I'll see if I can use a more appealing scheme, it was more experiment to see whether the GLA-theme worked or not.


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Zion
post 27 Jun 2016, 17:03
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QUOTE (Marakar @ 20 Jun 2016, 13:16) *
If you are referring to the supply docks, it should be possible for perfect placement. If refering to the piles, its intended that perfect placement won't be achievable.

when i pop my china supply near a dock, i dont wana have to spin it
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Marakar
post 28 Jun 2016, 23:50
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VERSION 1.1

Changes:


+ Added Oasis at flank of the primary supply dock (non-village supply) to create obstacle so it isn't as wide as it is now.

- Removed the GLA Aesthetics near the Supply Dock

- Removed Supply Piles from the Cities (now contain 15k supplies total, was causing problems with 4 supply GLA/USA)

- Removed BM-21 Grad from hills

+ Reversed Position of 30K and 60k Supplies (30k is now in the expansion, 60k is your base supply). This is because the map is so aggressive and open that the game shouldn't neccesarily be lost by losing THAT supply in particular, and by the maps nature of being large it is easy to lose that expansion.

+ Added pyramids at the flank of the secondary supply warehouse in order to create obstacle that doesn't make flank

+ Adjusted terrain slightly, as well as fixing floating tunnels.

This post has been edited by Marakar: 28 Jun 2016, 23:57


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Marakar
post 29 Jun 2016, 15:28
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VERSION 1.2 (FINAL)

Changes:

+ Added AI Compatibility to Map, making PvE possible on this map.

- Slightly Adjusted player positions (positioning them so that the AI can function properly and also prevents PvP imbalance).

This post has been edited by Marakar: 29 Jun 2016, 15:29


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