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Stand Off (2)
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TheNecro
Rocket Infantry


Joined: 22 Apr 2009
Location: >THE< United States of America

PostPosted: Fri Apr 24, 2009 1:09 am    Post subject:  Stand Off (2)
Subject description: Nice little night map...
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Okay. This is my new map. There is a read me in the folder with it, to break down technical stuff and a nice description of the map. But, I will cover more than that in this topic...

This map is on arctic terrain, no trees, no people. Just arctic wilderness. This map is not bland though. There are a few structures, but I wanted a nice night map with a balanced simplism. There are quite a few cliffs to get the high ground on your opponent, as well as some darker hidden choke points to be taken advantage of(unless your opponent decides to place units on the ridges and ambush you). Wink
There are lit areas, for construction and ore collection, and the oil derricks are well lit. Some bunkers guard the choke points, but they're not hard to break through(you just lose a lot of units trying).

I can't post in games as YR is only putting out some stupid pcx screenshot files that I can only view with XCC Mixer... I will, however, figure out the problem and post some pics tomorrow.

I am including a mini map pic, so you can see it's not a generic lat, square cliff, barren wasteland... No offense beginner mappers. Smile



MiniMap.jpg
 Description:
This is the Mini Map(kinda blown up)...
 Filesize:  12.31 KB
 Viewed:  4646 Time(s)

MiniMap.jpg



Stand Off.zip
 Description:
Just a quick zip with read me...

Download
 Filename:  Stand Off.zip
 Filesize:  80.03 KB
 Downloaded:  373 Time(s)


Last edited by TheNecro on Wed May 13, 2009 8:10 pm; edited 1 time in total

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-=HelloDave=-
Grenadier


Joined: 06 Nov 2008

PostPosted: Fri Apr 24, 2009 9:08 am    Post subject: Re: Stand Off (2) Reply with quote  Mark this post and the followings unread

TheNecro wrote:

I can't post in games as YR is only putting out some stupid pcx screenshot files that I can only view with XCC Mixer... I will, however, figure out the problem and post some pics tomorrow.


Press the printscreen key and paste in mspaint.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 24, 2009 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

You can also

- right click the pcx in xcc mixer and copy as PNG or open in a program like Infraview and then resave it as a PNG

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Last edited by Allied General on Fri Apr 24, 2009 10:56 pm; edited 1 time in total

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TheNecro
Rocket Infantry


Joined: 22 Apr 2009
Location: >THE< United States of America

PostPosted: Fri Apr 24, 2009 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. Will do. I'm posting them up now... Downloading Irfanview... Changing file types......... Wow. Sweet, how come I never used Irfanview before. lol.

Allied General, that worked great. Very easy. And, Dave, that takes quite a while, because you have to shrink RA2 every time you take a screen shot. But, thanks for the advice. Here's the pics...

But, yea. The resources are a little drier. But, that's to counter the obvious ability to 'turtle' on this map. If you sit in your base to long, you'd start to starve for resources.
It's also quite easy to throw some air force power around, scince infantry and vehicles can't sit in the valley at the top. So, with enough airforce, you could really hurt your opponent. Anyway, enough talk download.



The Bridges.jpg
 Description:
There are bridges in the middle you can repair to get out another way.
 Filesize:  31.58 KB
 Viewed:  4584 Time(s)

The Bridges.jpg



Some Gems.jpg
 Description:
So, there are gems. But, after that, there are two derricks apiece.
 Filesize:  33.46 KB
 Viewed:  4584 Time(s)

Some Gems.jpg



Some Ore.jpg
 Description:
It's got some resources, but in a long game, that will dry up.
 Filesize:  37.23 KB
 Viewed:  4584 Time(s)

Some Ore.jpg



Base Area B.jpg
 Description:
This is base B.
 Filesize:  42.01 KB
 Viewed:  4584 Time(s)

Base Area B.jpg



Base Area A.jpg
 Description:
This is base A.
 Filesize:  41.61 KB
 Viewed:  4584 Time(s)

Base Area A.jpg



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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Apr 24, 2009 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should really adjust the lighting "Level" setting. ATM its far too high and gives you the too contrasting difference in lighting values on the low and high points. Makes it really blocky.

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TheNecro
Rocket Infantry


Joined: 22 Apr 2009
Location: >THE< United States of America

PostPosted: Fri Apr 24, 2009 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

That blocky look is caused by the lamps used to light the bases. It really looks better in game. I think, at least! There are a few things my friend and I noticed earlier when I got him to play it, but I'll fix that and post the revised map in the next day or two.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 24, 2009 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh another tip is to save as PNG, the quality format is a lot higher and only slightly bigger the JPG without the horrible "blur" effect.

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TheNecro
Rocket Infantry


Joined: 22 Apr 2009
Location: >THE< United States of America

PostPosted: Wed May 13, 2009 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok. I finally got around to fixing some of the major problems.

You can no longer build Naval Yards. And, I fixed a problem with AI path finding. Sometimes, they got a little retarded, and their current assault force would freeze in place. Sorta like when you set a unit to 'sticky.'

Anyway, this is the final version of the map.

EDIT: Oh, yeah. The download for the map is now the new version.

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