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KW Dry Heat (2-4)
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Apr 15, 2008 11:25 pm    Post subject:  KW Dry Heat (2-4) Reply with quote  Mark this post and the followings unread

Here is my second map for Kane's Wrath based on the Yuri's Revenge map of the same name. Working minmap and ai.



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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Apr 17, 2008 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty basic to me. You'll need to give it more work than that.

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Thu Apr 17, 2008 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Needs more detail, and as Alex said, more work.

Also the AI seems pretty weak.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Apr 17, 2008 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't know you can improve the AI, I just "Added Skirmish Players". As for detail, what do you want? A few trees, a rock, and maybe some rubble? When I make a map I try to focus more on gameplay than on aestetics.

This map for instance, each player has his own plateau, and three enterances. It's Pretty easy to defend early on, as each enterance is a slope up to a cliff, and almost a choke point. In each valley, there is a tib feild, a tib spike, and a few patches of blue. Close enough that you don't really need to expand if you don't want to, but with enough room if you do. The middle has a large amount of tiberium, with two ...craters? It is easily accessed and mined by all four posistions, although controlling this is not absolute to winning. Each player's platue is distanced far enough so that low teir units won't be shoot across, while the higher their artillery units will be able to do some b2b.

So layout wise this map is going to change (not to mention it is based off of a ra2 map, which has exactly the same design). Adding aestetic value to the map is arbitrary imo, I mean, I find it pointless, but if it pleases the masses I guess I can do it. And how do I make the AI harder (other than choosing brutal instead of easy)?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Apr 17, 2008 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

From what I see, it's a tiny map... I know the original ain't that big neither, but TW requires much more space then a RA2 map. I suggest making the map about 25% bigger Wink

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Apr 17, 2008 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol. at aesthetics comment.

should make a map that is just pure wire frames. #Tongue

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