

Random Mapper Guild Garbage Topic
#101
Posted 30 November 2006 - 04:01
Remember, this is a trial membership, so don't squander your chance.
Regards,
Major Nuker

#102
Posted 30 November 2006 - 09:09


#103
Posted 30 November 2006 - 09:13

I respect that you guys put school first, bsides i just have TOO much free time.

#104
Posted 30 November 2006 - 09:15

#105
Posted 30 November 2006 - 09:23

Edited by Azul, 30 November 2006 - 09:24.
#106
Posted 01 December 2006 - 01:54

#107
Posted 01 December 2006 - 02:03

Awesome sig made by Lord Atlantis
#108
Posted 01 December 2006 - 03:31
Quote
I think, since the mappack is made of skirmish maps, you should check the AI. Check every player side and use 3 factions, SkirmishChina, SkirmishGLA, SkirmishUSA on hard settings. It must be hard setting because then the AI builds additional units and structures so on easy settings the errors wouldn't show up.
Here is nipthenitpickers quick in-WorldBuilder skirmish AI report of the GuildMapPack available on CNCDEN.
- Highway To Hell
Player#5
Waypoint Paths: Flank6
Trigger Areas: InnerPerimiter5; OuterPermiter5
- Icy Waters
Player#1
Waypoint Paths: CenterPath2; no backdoor path
Player#2
Waypoint Paths: CenterPath1; FlankPath1; no backdoor path
- Long March
Wrong Objects: TechFlakCannonBunker
No CombatZone
Player#1
Waypoint Paths: no backdoor path
Player#2
Waypoint Paths: CenterPath1; FlankPath1; no backdoor path
- Moose Valley
No CombatZone
Player#1
Waypoint Paths: FlankPath1 interrupted; no backdoor path
Player#2
Waypoint Paths: CenterPath1; FlankPath1 interrupted; no backdoor path
- Sand, Cities And Canyons
OK
- Water Forest
OK
Edited by nipthecat, 01 December 2006 - 05:22.
#109
Posted 01 December 2006 - 05:19
Regards,
Nuker

#110
Posted 01 December 2006 - 08:10
So no posting or mapping during that time from me. I shall let you guys know when I am back.


#111
Posted 01 December 2006 - 13:50


#113
Posted 01 December 2006 - 17:06

#114
Posted 01 December 2006 - 17:20
Edited by General Sic, 01 December 2006 - 17:22.



#115
Posted 01 December 2006 - 19:55
MLRS, on 2 Dec 2006, 04:06, said:
That is what a tester is...
Just like with a Beta tester is you have to play the buggiest versions of the game and report even the most minor issues. It isn't all fun and games.

#116
Posted 01 December 2006 - 20:56
MLRS, on 1 Dec 2006, 12:06, said:
Yes, and as a Map Tester, that will be your main focus.
For the trial period, you'll be asked to submit 3 reports on 3 different maps. Your trial period begins now and ends 2 weeks from now. If you have any problems, PM Kenny or myself about the issue and we'll see if an extension can be arranged.
Regards,
Major Nuker

#117
Posted 01 December 2006 - 21:13
Edited by Nuke General, 01 December 2006 - 21:16.

Awesome sig made by Lord Atlantis
#118
Posted 02 December 2006 - 06:30
@Nuke General: The "reports" have to be long enough to let us know you know what you're talking about. They don't have to full-bore novels, but they should include enough information so that the map's creator knows exactly what you're referring to.
Regards,
Major Nuker

#119
Posted 02 December 2006 - 11:07

#120
Posted 02 December 2006 - 14:03

Regards Neder117
Edited by Neder117, 02 December 2006 - 14:04.
Quote
#121
Posted 02 December 2006 - 14:11

Quote
#122
Posted 02 December 2006 - 14:53



#123
Posted 02 December 2006 - 17:50
I was playing as USA Laser General VS Chinese Infantry General (Hard)
Overall I found this map to play very well, here is a list of good and bad things about the map
Good
AI used a good mix of infantry and vehicles, infantry were in a good assortment of different types and artilliary was used very often.
Enemy built good base defenses, with garrisoned structures, fortified bunkers and fortified gattling cannons.
Attack forces were sizely and gave you a decent battle, even early game, by end of game that were fairly large.
Enemy made attempts at building forward outposts (Just barraks)
Resources were dispersed evenly among map, you were also somewhat forced to fight for them since they weren't just laying in your base.
Textures also looked very nice
Bad
Enemy did not once hit my left or right backdoors, save one minigunner, though they did defend the plateau somewhat with filled tech bunkers
Not sure if this was ment or happens with all maps but on the left plateau you could go through the rocks that were dispersed there (Only mentioning it because it looked strange seeing my tanks shoot through a rock) my only reconmendation would be replacing them with another feature,
Actual backdoor enemy base entrance was barley guarded at all, could have marched right into it and pretty much won the whole game.
Edited by Revantheemperor, 14 December 2006 - 17:13.

Awesome sig made by Lord Atlantis
#124
Posted 02 December 2006 - 19:29


1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users