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RaVaGe

Ladder Tester
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Everything posted by RaVaGe

  1. Soviets can use sea scorpions/choppers to scout the map, Allied players can use destroyers & rocketeers. You should add smaller islands with ore on them if you want the map to be a bit fairer.
  2. All of my maps have sound effect triggers. When you start taking feedback about your map seriously and remove things like spysats.
  3. That might work, give it a try and playtest it. Always playtest, that's where the real answers are. Maybe only do this with the middle oil platforms at the edge of the map, you don't need a lot of ore, just some (3-4) ore mines on a small patch of ore. Balance these with the numbers at main bases so players have a reason to move out to take them. 5 ore mines are enough for 1 player to have a reasonable economy.
  4. It didn't go anywhere, it's still part of the original game, though I'm sure the CnCNet client can't read those files.
  5. Agree on #11, but on a serious note, no one is going to get enough points 1 mapping, a map% rule can be put into the ladder to disqualify players who 1 map.
  6. Add a none option to both sections because I don't feel the need to vote for any of the casual 'balance' changes.
  7. I use that same version too, but there was one earlier version that had fewer bugs AFAIK. I checked your map in the editor and it looks fine near the bridges, shouldn't be a problem. However seeing the map close up in game, you should consider making some areas less chaotic and add more space between buildings or fewer buildings on the map entirely. As all of it tends to lean towards information overload. When placing structures carefully consider how each one affects gameplay. For example, on the oil islands, the double cistern silo would force engineers to go around the oils rather than straight through the middle. When players are harassing the oils from both air and sea, this might cause frustrations, especially with the explosive oil barrels nearby. Lastly, the oils being on islands gives Allied factions a huge advantage, due to their transport chopper, which can get to the islands fastest. Personally I only ever see ore and gems being fit for islands, not tech buildings. Consider expanding the terrain on islands and adding ore and buildable space.
  8. Both links work now. You've got a possible terrain error on the bridges, the small ' bridge support' islands on the top right corner, the tile is glitched on the render, you should check that the pink like is connected properly. As you've possibly overwritten a tile that's part of the bridge tile which can cause nasty movement (pathfinding) errors.
  9. Triggers are probably being implemented incorrectly which is why your map crashes. Your high-resolution preview link is not working.
  10. Damn, that's a pretty fine map for being made for the casual scene. Good job. Wanna join my creative's discord? We have many map makers who like to put out polished maps.
  11. This is the wrong thread to ask this. Though I'll answer it anyway, as I did this myself, just delete or rename the taunts folder which holds the included .wav sound files.
  12. Try it on an original map that comes with the cncnet client.
  13. This will always happen, with remasters, with sequels, with prequels, etc... Nothing to worry about, the dumbest thread I've read.
  14. Lashers, Magnetrons, Disks and opponents tanks. Delicate my arse.
  15. Staff generates them when part of an update.
  16. Players who play Soviet on maps like these are used to it being 'hard' its part of the Allied vs Soviet naval match. Put more ore on the higher ground.
  17. I don't play 'fun games' like you, I QM 90% of my games on cncnet.
  18. Making Yuri more combatable and accessible would solve a 15 year old problem.
  19. So is not having a conversation or a discussion.
  20. Not from my perspective. The only reason for me is: We don't have the manpower to keep making and adjusting new maps. The QM needs regular quality map pool updates similar to SC2 to keep it from becoming too stagnant. You can gather as much data as you want, but the fact remains that QM will only attract a specific kind of player left in its current state.
  21. I've spent the last half a year balancing maps and the map pool to make playing vs Yuri easier. To support your method as evidence all of those maps should be removed for the 'data gathering' month so you can get your proof unedited. I made the patch because I'm not willing to spend full time two weeks of a month editing and testing maps to ensure fair odds to all three sides. The patch is aimed at allowing a wider map pool dynamic as opposed to a centralised large flat map type.
  22. I can see you've put a lot of work into this, but some suggestions. Remove all bunkers as navy maps are easy to camp already, thus the bunkers make landing craft based attacks even more difficult to pull off. Remove the reactor for the top left as that spot is not actually all that exposed as you think, by building along the shoreline that spot is the most protected from naval attacks from carriers and dreadnaughts. Also, the bottom middle oils force the map to be always played as Left vs Right because in Top vs Bottom the bottom would have an early economy advantage from the oils.
  23. I agree, when the theme.mix is present with song the client should play the tracks in the menus.
  24. Someone has agreed to do an interview with me and then type it up. I'll explain each and every change.
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