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About Fu3lman

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  • Birthday 11/05/1977

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  1. *Updated. Witness me.
  2. Almost like it was done deliberately.
  3. *Updated 7-1-19 Got bored. Fun to watch as spectator. famine.map
  4. There's now a mild ambient light flash accompanying the thunder. Small victories. EDIT: Nevermind.
  5. Map in OP has been updated. As far as I can tell, the majority of the issues you outlined have been fixed. I discovered what was effectively a "blank" clifftop (behaving as unpassable) tile that I didn't even know existed and it worked perfectly. Also reduced the agency of migration from base-start by bringing tech in a bit closer, and giving each starting player a tech power+oil on the lower level to facilitate expansion beyond their plateau while maintaining the urgency of protecting them. <-- This is a decision I may rework 😕 As always, feedback/criticism is welcome.
  6. This worked perfectly. Thanks!
  7. Not to hijack the thread, but can/should the INI Editor (keys) be used to add proper creator names to maps... for CNCNet client, for example?
  8. EDIT: Having zero luck finding a solution using Google-fu, and not sure if there even is a solution for it. I'm having trouble getting the unpassable terrain on the upper rims of some of the cliffs (particularly the camera-facing ones) to "occur" with either the cliff painter or manual placement. Are there any easy solutions to this, or something I'm overlooking? Ideally, I'd love an "invisible_unpassable_tile" as there are areas that I'm currently cordoning off using... of all things... bridge repair huts due to visible area breaking the symmetry of the map.
  9. EDIT: I took your advice (Cypher) to heart when working on the above version. If you get the time to try it, let me know if it "feels" any better. The camera angle is just perspective being adjusted by resizing the (wide) image to a 1:1 aspect. It's definitely a weird effect. I'm not a huge fan of the fully bridged paths to enemies either... so it's no coincidence that I've been working on creating a version of this map where the outside bridges are replaced with solid land paths without breaking the agency of naval on the map. The inner bridges are the cost of doing business in that respect. Thanks for the comment and the kind words I'll update the above post as soon as I'm satisfied with it, and if you wouldn't mind downloading/trying it, I'd love more feedback.
  10. Fu3lman's "Gifts Ungiven" *Updated* Players: 2-8 Mode agnostic. Ore: 340,175 Tech: 12xOil, 8xPower, 8xMachine Good for naval. Good for cooperative (2v2v2v2 / 4v4) and FFA. giftsungiven.map
  11. EDIT - 6-21-19: Minor fixes. Won't be revisiting unless issues are brought up. Outstanding issues: None that I know of, though I'd like some help with... Flashing bright ambient light a second or two before thunder sound effect. Possibly making bridges 100% indestructible (even with destroyable bridges enabled.) Players: 8, mostly mode-agnostic unless starting lopsided with uneven player amt. Money: 214,600 with roughly half being "high stakes" and 1/5 being outside immediate base boundaries. Triggers: Auto-assign ownership 1x Power + 1x Oil to the lower-outside perimeter of each starting area to the corresponding player. Periodic thunder sound effect and lightning ambient effect. My best shot at an 8-player "fair as possible" map that doesn't force players into overextending until they have the field presence to do so. Naval combat is something I've never really fleshed out before in my maps, and I used this as an opportunity to try and remedy that. Feedback is welcome, and any changes/improvements/etc will be reflected here. giftsungiven.map
  12. Players: 4, mostly mode-agnostic unless starting lopsided with uneven player amt. Money: 217350, with roughly half being "high stakes" and 1/4 being outside immediate base boundaries. Tech: 4x Oil, 4x Airfield Engress: 2 Ramp, 3 Bridge (destroyable, repairable) Triggers: None, other than periodic thunder sound effect. There's nothing clever to say here. I made this map out of boredom and it keeps me from being bored. Matches are fast, and there are plenty of opportunities for hail-Mary's. Securing the center will obviously provide a huge bump to your resources, but at the risk of leaving your rear exposed to the other 2-4 paths into the most vulnerable parts, and the only environmental advantage provided is a single barracks facing away toward each ramp. Though it may be obvious, the use of tech to extend your building area is incredibly powerful on this map due to the elimination of at least one potential path, so if you are planning on risking the biscuit for the gooey center, it might not be a bad idea to have at least one "corner" of that tech secured beforehand. Hope you guys enjoy, and I'm open to feedback, just be gentle, I'm delicate. hashtag.map
  13. "You forgot the umlaut on "Über" " Anything to give FA2 one less thing to insta-crash over Valid points. I went with a "go big, then tone it down" philosophy with this map, so I'll work your suggestions in as WIP.
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