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Messages - eleison

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211
Server.War2.ru / Re: chop 2v2 done 19 feb
« on: February 14, 2017, 08:15:16 AM »
xurnt Could you help me on the broadcast part at the time of the games ?

Well I think there is issue with watchers in the way, the only way would be a fixed order type tournament Ive done it in the past and it was a nice result I believe but that is up to you.

The only other thing I could do is cover insight replays after tournament ends.

Not exactly sure if I will be committed to staying home all day Sunday either. Have a lot going on Saturday might be some other things Ill need to get done, just will have to see.


I have worked on a chop map where its easier to cast/observe. But some bugs came up that i haven't been able solve yet. I will make a post later on about it...

212
I don't think its the latest version but a game I played last weekend.

Thanks Xurnt! :)

213
Here is the latest version! :) 8)

*EDIT LATEST VERSION IS ALWAYS IN MAIN POST*

214
Played the map a couple times last night. I really like it, the only disadvNtage is that players can go right into other bases without gettting stuck on way while others can't. It's not a huge problem though

Also is a very good FFA map

Thanks for the feedback! :)

215
sounds cool man!

make LOST TEMPLE from SC next!

Yeah, if this gets support from community, there could be more maps in the future :)

216
I've played a ton of AT matches and 1v1 on this map, I approve! Let's play it soon...

Cool, thanks :) Some games been played on the server, everyone that played it thinks it fun :)

217
You could put a rescueable yard and foundry ;p so it follows the zeppelin concept. I'm pretty sure you have to use "use map settings" anyway cause of the ability to build on dirt.

I could make so you could buy flying carriage from shops, but that would change war2 gameplay so much? :;D

218
I haven't checked it out yet, but in twisted meadows in warcraft 3, to expand at the corners with the level 10 red dragons, you need a zepplin to get there, is your alternative to that to build a shipyard and transport units or to just chop to it?

This part of the map is probably that needs the most balancing adjustments! Right now there is just a bridge over there (that you can't wall off). Maybe I move the bridge so you have to chop to it to get to the island. In Warcraft 3 I think you can chop the trees or "eat em" to get to the island, but you can also buy a zeppelin to get there. But it is a cold down on the zeppelin, so you can't just go there and expand from start. That's why i put the forest around the mine, to make it take little bit more effort, because the expansion is so hidden and hard to reach for the enemies. If you only can reach the island by transport ships i think it will be to easy to defend.

The goal is that the 2nd expansion will be the most natural to take, that's how it is played in Warcraft 3!

219
i would suggest using war2xed instead of rocks and runestones, then you can place forect directly next to the water or make the shores wallable

Thanks Claw for feedback! Normally you can't build close to rocks either. I put them there so it would be more clear that it is possible to wall off there. Maybe i remove them and just use the shore, but then it might be less obvious that you can wall off. I use puddraft which is by far the best editor i found. :)

220
Cartography & Custom Maps / New map Twisted Meadows, port from Warcraft 3
« on: February 02, 2017, 05:14:09 PM »
UPDATE MAJOR CHANGES 2018-04-30! Map version (3.0).


Changes:
- Mine in middle got some more walls.
- Light dirt is replaced by dark grass, to not confuse player that can't understand you can't build on it :)
- Gold amount small adjustments.
- Minor tree fixes.
- Changed names to my version control naming system with (+) instead of "3.0".

- Attaching two observer versions to this post too.
Twisted Meadows+ hobs = Host is observer. Slot 2, 3 ,4 ,5 is playing rest observers. Fixed order is needed.
Twisted Meadows+ obs = Slot 1, 2, 3, 4 is playing (host is playing). Rest is observer spots. Fixed order is needed.

Continued balancing fixes might be needed, but more testing needs to be done first.

Have fun : )


Orginal 0.8 text:
Quote
ELO forum!

Ok, I've started to play and watch more maps than Chop Farms recently. What I found out is that Warcraft 2 doesn't have many (any) really good balanced maps. Of course there is still fun maps in Warcraft 2, and probably many i don't know about. But if you compare to other RTS games, like Starcraft and Warcraft 3, the maps are more balanced and built very different compared to Warcraft 2.

After some thinking, I finally decided to try make a port of Twisted Meadows from Warcraft 3, it's one of the most popular maps in the game. My first goal was to get the proportions right, second i've been trying to change small stuff to make it work better in War2. My goal is of course to make a map with long, exciting and tactical matches.

So why did I choose to make a port from Warcraft 3? Other big competitive games often have maps going from one version to the other. This map is played thousands of times, probably way more than GOW every been played. It's known by a large group of people (even not playing Warcraft 2), makes it easier for new players to the community and also veteran players.

After some testing it looks really promising. I hope people will help me test it by play it a lot. If there is interest from the community i would love to work on the map much more. If it gets enough testing i will probably change a lot of things on the map.

The map has a lot of features, some special once to ;D

- There is four spawns so maximum 1s and 2s games.
- Each spawn towards each corner.
- Two expansions per player.
- One expansion near and one more secret.
- Similar amount of Gold in mines as GOW.
- Two chokes to each spawn.
- Wall off (with buildings) is possible but not necessary.
- Many ways to wall off and protect bases.
- 2nd expansion can wall off with two buildings.
- Runestone protecting natural and 2nd expansion.
- You can build on light dirt (to make it more look like the original map)
- Every spawn has island (with bridge) behind natural.
- Units won't get stuck moving over major part of map
- 3rd expansion can't be walled off
- All spawns is same in space, features and balance. They look little bit different though.

And much more!

Here is some images:
WC3 Version:
** Wasn't allowed to link to images on this post ** Google Images: Twisted Meadows Warcraft 3....
Edit: I managed to attach one screenshot from the Warcraft 3 version too :)

I attached screenshots of the WC2 version (hope it works...)

I don't have time to explain the map more in detail atm. But might put up some more images explaining some parts of the map that is not obvious. For example you can build buildings all the way next to the rocks at the 2nd expansions. You can't walk past the runestones.....

Please join games hosting this map and help me improve it, thanks :)







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