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[Bloodgulf] edited on 9th October -07


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#1 Teukka

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Posted 10 June 2007 - 19:21

This map will be made America's Rage exclusive from now on and therefore the download is no longer avaible.

(...and the previous version was bugged anyways...)

Edited by Teukka, 09 October 2007 - 14:40.


#2 Zancloufer

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Posted 10 June 2007 - 19:29

I think the supplies for the players should be on the other side of the cliffs. Other wise good map :)




#3 Alias

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Posted 10 June 2007 - 19:30

View PostZancloufer27, on 11 Jun 2007, 05:29, said:

I think the supplies for the players should be on the other side of the cliffs.

That just encourages turtelling behind the cliffs.
They're fine where they are.

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#4 Waris

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Posted 10 June 2007 - 19:33

Wow. This map looks real fun to play in. :)

#5 MR.Kim

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Posted 10 June 2007 - 19:34

Interesting... It's kind of fun map. :)

#6 Jazzie Spurs

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Posted 10 June 2007 - 19:37

yes good old days maps i have my first naval battle in that map ^^
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nice map, but IMHO remove the brige, and the small island in the north, also add more vegetation and more textures but anyways is a good map 8/10

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#7 Crazykenny

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Posted 10 June 2007 - 19:48

Looks awesome :)
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#8 E.V.E.

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Posted 10 June 2007 - 21:03

This sure looks like a enjoyable Map.
Maybe a bit more Variety of Textures would give it the rest.
But apart from that, it looks very good.

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#9 Waris

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Posted 10 June 2007 - 21:11

I've played it and I have to say that this map is great fun to play in :)

One thing though; could you make the area between the cliffs in the starting area flatter? I have some trouble placing Air Field whilst playing as Granger and the AI seems can not expand their base well. It seems like 2-3 well placed nuke will be the ENDGAME against the confined AIs' base.

#10 Zancloufer

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Posted 10 June 2007 - 21:15

View PostAlias, on 10 Jun 2007, 15:30, said:

View PostZancloufer27, on 11 Jun 2007, 05:29, said:

I think the supplies for the players should be on the other side of the cliffs.

That just encourages turtelling behind the cliffs.
They're fine where they are.

Not really. The supplies would still be on the opposite sides of the base, and ATM they are too vulnerable where they are. Plus, the gaps are too big to really turtle in :)




#11 Warbz

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Posted 10 June 2007 - 21:26

Is the AI added in this map?

anyway it looks sweet.

EDIT: i think u need to review the waypoints.
they have no appropriate labels

Edited by Warbz, 10 June 2007 - 21:40.


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#12 Teukka

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Posted 11 June 2007 - 07:16

Thank you for the comments and ideas and:

-for supply docks
I'd rather have the scond supply dock outside the base so players have to go get it themselves

-for building space
I'll try to smoothing out the bases and moving cliffs a bit for better space

-for AI
I tried labeling the waypoints but AI was so passive with them so I replaced them with just a messed network of waypoints from base to base and combatzone to base, so AI can move more "freely"
Because aren't the Center, Flank and BackDoor labels just used to apply route priorites for different AIs?

-island in the bay
Yeah it's pretty redundant, so it can go

-textures and objects
I actually had more trees than this but it got pretty laggy for my comp, besides the AI usually tramples most of the trees to the earth pretty fast

But the bridge... I know it wasn't in the original map but i'd rather keep it because otherwise GLA players couldn't cross the water.
Maybe when and if ShockWave gets navy i'll remove it

EDIT: added fixed version!

Edited by Teukka, 11 June 2007 - 09:36.


#13 Warbz

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Posted 11 June 2007 - 13:07

Quote

Thank you for the comments and ideas and:

-for supply docks
I'd rather have the scond supply dock outside the base so players have to go get it themselves

-for building space
I'll try to smoothing out the bases and moving cliffs a bit for better space

-for AI
I tried labeling the waypoints but AI was so passive with them so I replaced them with just a messed network of waypoints from base to base and combatzone to base, so AI can move more "freely"
Because aren't the Center, Flank and BackDoor labels just used to apply route priorites for different AIs?



yeh but if they arent labelled the AI wont know where to go.

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#14 Teukka

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Posted 11 June 2007 - 13:56

Well, don't know if it has anything to do with waypoints but the fixed version seems to lag. I'll try re-script the hole thing
Edit: Done

Edited by Teukka, 11 June 2007 - 15:35.


#15 Dimanti San

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Posted 11 June 2007 - 14:09

Makes me think of the Red Alert1 map: A Path Beyond. I like that :)
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#16 Teukka

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Posted 11 June 2007 - 15:36

Thanks Dimanti San

...and...

Added new version. Hopefully it will finaly work...

#17 Zancloufer

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Posted 12 June 2007 - 01:22

View PostTeukka, on 11 Jun 2007, 03:16, said:

-for supply docks
I'd rather have the second supply dock outside the base so players have to go get it themselves


If it's on the other side of the base it's pretty far away anyway. Plus, this would weaken China greatly on this map :D




#18 Crazykenny

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Posted 12 June 2007 - 07:15

Can you once not complain about resources jheez? Everyone likes the map as it is, just accept it.

Awesome work Teukka. :D
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#19 laserjet

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Posted 12 June 2007 - 14:04

This map is terrific i have used it testing CCUntitled BRAVO!!!!!!!!!!

Edited by laserjet, 12 June 2007 - 14:04.

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#20 Kris

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Posted 12 June 2007 - 14:06

Really sweet map you have there :D

*downloads*

*bashes it with Worldbasher*

*adds a few ocean waves :D *







#21 Teukka

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Posted 12 June 2007 - 18:56

"Thank you, thank you. You're far too kind."

#22 Kris

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Posted 12 June 2007 - 19:53

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Am i Allowed to release this? :dope:







#23 AfterFlash

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Posted 12 June 2007 - 20:38

Nice shots! But the textures are a bit messy...

#24 Crazykenny

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Posted 12 June 2007 - 21:29

The textures are fine as they are :dope:
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#25 Teukka

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Posted 13 June 2007 - 08:31

Thanks for the screens Chris

And I'm not so great at texturing, mainly because i find it rather boring but i've come up from where I used to use only 2 textures, one for cliffs, one for land... I'll try to pay more effort for textures in my possible third map...



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