Random Mapper Guild Garbage Topic
Sgt. Nuker 30 Nov 2006
You guys will not be given a report, as you are supposed to be the ones who submit them (i.e. test a map and give feedback).
Remember, this is a trial membership, so don't squander your chance.
Regards,
Major Nuker
Remember, this is a trial membership, so don't squander your chance.
Regards,
Major Nuker
Crazykenny 30 Nov 2006
Here is your assignment, give a detailled review of the Guild Mappack. Thats basic stuff, if im happy your in simple as that. For further questions you know where to find me
Crazykenny 30 Nov 2006
It starts to look like im the only active mapper in this quadrant...... j/k
I respect that you guys put school first, bsides i just have TOO much free time.
I respect that you guys put school first, bsides i just have TOO much free time.
General 30 Nov 2006
Yo Kenny , I think I will be not able to do maps anymore , atleast for a very big time , if you want you can remove me from project team
Edited by Azul, 30 November 2006 - 09:24.
Edited by Azul, 30 November 2006 - 09:24.
Ascendancy 01 Dec 2006
And if you guys spot something that I didn't see, well, all the more power to you. I mean, I try to give Kenny comprehensive reports on maps, but the time difference is a little bad as when it's morning here it's night there, and stuff like that. But if the 2nd in command needed a report from me, well of course I'd give it to him. But the testing job can be a little boring, to be honest...but all worthwhile because I'm still doing a vital part to this elite Guild.
nip 01 Dec 2006
Quote
cool, whats you stratgey test the maps?
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.
Sgt. Nuker 01 Dec 2006
Nipthecat's overview is more thorough than you need to be, but it certainly can be used as a guideline to the report you guys turn in.
Regards,
Nuker
Regards,
Nuker
=Hawkeye= 01 Dec 2006
I am going to be away for a week or maybe longer starting from the 3/12/06 (Australian dates)
So no posting or mapping during that time from me. I shall let you guys know when I am back.
So no posting or mapping during that time from me. I shall let you guys know when I am back.
Ascendancy 01 Dec 2006
For the record, it's the 1st of December now...so people probably should start posting their maps.
Edit: Ooh, my 300th post is in the Guild forum, yay [/spam]
Edited by Ascendancy, 01 December 2006 - 15:40.
Edit: Ooh, my 300th post is in the Guild forum, yay [/spam]
Edited by Ascendancy, 01 December 2006 - 15:40.
Alias 01 Dec 2006
Sgt. Nuker 01 Dec 2006
MLRS, on 1 Dec 2006, 12:06, said:
do i have to test and write for every map in the mappack?
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
Nuke General 01 Dec 2006
Ok, how long do the reports have to be and hoe descriptive do I have to get with AI stuff I can ID back doors and stuff
Edited by Nuke General, 01 December 2006 - 21:16.
Edited by Nuke General, 01 December 2006 - 21:16.
Sgt. Nuker 02 Dec 2006
Rather than take up space in this topic, PM your question to one of us leaders.
@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
@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
Neder117 02 Dec 2006
Hi all, i finally registered on these forums. Some of you may not know me but i am a really good friend of Crazykenny we know each other from when whe where like 5 years old Well enough of the BS, my position in this Guild is Red Alert 2 mapping. Also i do some freelance Generals maps.
Regards Neder117
Edited by Neder117, 02 December 2006 - 14:04.
Regards Neder117
Edited by Neder117, 02 December 2006 - 14:04.
Neder117 02 Dec 2006
If you would like, can i finish this? Writing tutorial is my favorite hobby
Nuke General 02 Dec 2006
My Report on Moose Valley ( 1 vs 1 )
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.
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.