Author Topic: Map: Bulwarks - October 2008  (Read 2071 times)

Trappin

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Map: Bulwarks - October 2008
« on: 10 October 2008, 02:28:48 »
This is a large map but the actual playfield size is closer to a 128x128 map. Features include large resource deposits at the start locations with small independent earthen ramparts dotted along travel lanes. Movement corridors are wide and will easily accommodate large scale battles.

This map was tuned using titi's Evergreen tileset mod and thus it looks and feels best when using this mod.


http://www.mediafire.com/?we9ma0yiyyt


As always, comments and complaints are encouraged and appreciated.

titi

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Re: Map: Bulwarks - October 2008
« Reply #1 on: 10 October 2008, 23:40:16 »
Hi, I tried it now one time.( 1 on 1 game vs computer )
A problem that I saw are the big stones.
You can walk through them. This can be prevented by surrounding them with object "custom 5".
There are also some regions without any objects. This doesn't look very good, you should chenge this.

But it was fun to play it, so I will try it again tomorrow.( and give you more comments )
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Trappin

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Re: Map: Bulwarks - October 2008
« Reply #2 on: 11 October 2008, 07:09:18 »
>>regions without any objects:

Are you referring to the 4 center islands and the perimeter? I didn't populate them with objects since they are "dead" non-movement areas - should those regions have custom objects for eye appeal / look better?


>>A problem that I saw are the big stones:

The ramparts nearest the start locations? Units shouldn't move through those mossy rocks since the height below the mossy rocks is -7 or more. Are units passing between them?

I didn't close the ramparts in the center and middle locations due to the possibility of NPC unit(s) getting stuck/stacking/grid locking - I this what you are referring to?

Thanks, and don't worry about hurting my feelings - criticism is welcome.