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Oasis Trouble [RA2] [1v1]
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BornL33T
Civilian


Joined: 09 Aug 2013

PostPosted: Fri Aug 09, 2013 1:27 pm    Post subject:  Oasis Trouble [RA2] [1v1]
Subject description: My first attempt to make a map !!!
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Oasis Trouble (2).jpg
 Description:
RA2 1vs1 map, the first map i ever made, it contain custom lighting, ambient sounds and it's impossible to stretch naval yards here !
 Filesize:  1.94 MB
 Viewed:  4780 Time(s)

Oasis Trouble (2).jpg



Last edited by BornL33T on Fri Aug 16, 2013 2:35 pm; edited 2 times in total

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Aug 09, 2013 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

This looks good. +1 for nice 1vs1 symmetrical maps.

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mentalomega.com

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Aug 09, 2013 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

The moment I saw the preview it felt like I've already played this map. And I like it. Nice layout too, kudos.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Aug 09, 2013 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
The moment I saw the preview it felt like I've already played this map.

^ Same here.

Upload it here, or the link will eventually go bad.

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"Don't beg for things; Do it yourself or you'll never get anything."

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BornL33T
Civilian


Joined: 09 Aug 2013

PostPosted: Fri Aug 09, 2013 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Krow wrote:
The moment I saw the preview it felt like I've already played this map.

^ Same here.

Upload it here, or the link will eventually go bad.



Thanks for the replay guys, can you please link me to a preview of the map that you are talking about?

I didn't copied/edited from any other map Wink

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Fri Aug 09, 2013 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooohh, I love it Smile

Very StarCrafty, much much better than my attempts to remake Shattered Temple and Metalopolis a while back Rolling Eyes

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Aug 09, 2013 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty excellent from here, will check it out ingame. Could maybe use some more lighting around the map and not just on ore fields though.

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BornL33T
Civilian


Joined: 09 Aug 2013

PostPosted: Sat Aug 10, 2013 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Looks pretty excellent from here, will check it out ingame. Could maybe use some more lighting around the map and not just on ore fields though.


More lighting cause lags mate  Confused

It is like running your tanks on ore, they slow down.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Aug 10, 2013 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, it doesn't.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Aug 10, 2013 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I tried to tell him that. #Tongue

Thanks for crediting the resources I gave you Aladin.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Aug 11, 2013 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

We've played the latest version available at Strike-Team and the changes to the ramps resulted in some issues I think. The big slope isn't always properly connected to small ramps.

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mentalomega.com

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BornL33T
Civilian


Joined: 09 Aug 2013

PostPosted: Sun Aug 11, 2013 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
We've played the latest version available at Strike-Team and the changes to the ramps resulted in some issues I think. The big slope isn't always properly connected to small ramps.


There is maybe some glitches.
I will give the final version as soon as possible, sorry for keep updating, this map will be used in XWIS QM and it need some fixed from a "strategic side".

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