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Tkragon

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Everything posted by Tkragon

  1. There was a mode that resembles what you're talking about on Westwood servers. https://forums.cncnet.org/topic/5206-world-domination/
  2. https://www.youtube.com/watch?v=b_xuOLvwRcw A bit old, but still proof.
  3. Woodland plains (2-6) Somewhere deep in the woodlands used to lie a city. Not much remains of said city, but the plains left behind are rich in ore and gems. Woodland plains is a 3v3 map where each team starts on a their plateau with each starting point having ore & gems nearby. Valley beneath the starting plateaus has some ore as well. Similar to TOE, each team also has a middle plateau filled with ore. Teams can find extra gems on the side plateaus where some buildings are left standing. The forests near the side plateaus also hide some treasure. Mean, green and unseen.! Game-play video: https://www.youtube.com/watch?v=P1vm3sRPuC4 Map download - woodland plains (2-6) v2.2 [tkragon].map
  4. I guess I did get the inspiration there tho unintentional
  5. Woodland plains (2-6) Somewhere deep in the woodlands used to lie a city. Not much remains of said city, but the plains left behind are rich in ore and gems. Woodland plains is a 3v3 map where each team starts on a their plateau with each starting point having ore & gems nearby. Valley beneath the starting plateaus has some ore as well. Similar to TOE, each team also has a middle plateau filled with ore. Teams can find extra gems on the side plateaus where some buildings are left standing. The forests near the side plateaus also hide some treasure. Mean, green and unseen.! Download: woodland plains (2-6) v2.2 [tkragon].map P.s.:Thanks to RaVaGe for his input
  6. Thanks! Tho in the video it's the 1.0 version of the map. I assume version 1.5 is better
  7. I'll open a new thread for the map tomorrow and post the map with your latest suggestions. Thanks for all your advice and guidance Until then I've updated the Border patrol map. Check the original post for the new preview and map.
  8. I'm a bit colorblind, so some of the colors were hard to differentiate but I think I managed.
  9. Because 1. It's not what I wanted to do. 2. Having walls instead of those cliffs would have made the map ugly AF in my opinion. #NoBorderWallLmao 3. A campy map is still a map. 4. It's only campy if you allow the opposite player to camp ( Just like HV )
  10. While I've not tested this map with the best players, in the cca 10 games we did play it hasn't really come to a camping game. Soviets were usually faster to the bunkers ( on both sides ), and allied players had an easy time to clear the way with prisms & rockiees. Siege choppers were a big help when allied controlled the border. I do understand the concerns however. A wider entrance seems like a nice idea, that keeps the feel of the map but also keeps the flow like you said. Glad to hear! If you have any suggestions let's hear them.
  11. Country Swing is one of the most played 2v2 maps ( at least in my experience) if that is the fate of my map so be it joking aside, Cs is played a lot and is mirrored, so is Hidden Valley, Tournament Map B, Dune Patrol, Meat Grinder, River Rampage, Dry heat, TOE, Offense Defense, Arena 33, Hex Bay. And that's just off the top of my head. Tho this is my personal experience in what I see most when I look for games. You seem to be playing the game longer than me, I won't argue if you have different experiences. The small entrances are kind of the point of this map. It was designed that way. And again you list some of the more popular and more played maps on CnCnet. That's not bad, just not what you're looking for in a map I suppose. As for no-one playing it. I'm guessing there are tones of maps that no-one is playing. Creating just one map ( in the future when I'm better at it) that people will play often will be considered a huge success in my eyes.
  12. I meant any other suggestions, like you had for my other map in the other thread ( Farlake). I guess the word balance wasn't the right one to convey what I intended. There are 3 sizes of ramps. Depending on which plateaus you look at. By size Main > Middle > Side. The idea was that the main plateaus is easily defended, as you cannot stay there forever or you run out of resources. That being said the map is a work in progress so I'm open to changes. I'm guessing you're referring here to the middle two ore patches in particular? With those two patches I was aiming at a TOE dynamic. As each team has it's own plateaus there too. I have to agree with RaVaGe. Mirrored maps are quite popular. The number of times someone has complained that one side has the advantage because A,B & X on "non-mirrored" maps...smh. Anyways the small entrances are by design. It can make the game campy yes, but it's on the player to not let the other camp, or to deal with it if they do. Kind of like Hidden Valley, tho I will admit HV is a bit more open
  13. With all due respect, I like it the way it is now. I imagined the map flat with cliffs in the middle when I made a sketch, but I agreed with your initial comment that some hills around the edges would give some extra detail to the map. I am however working on two other maps that are much more diverse that hope fully won't feel flat to you (see a preview of one bellow) Any other suggestions in terms of balance of this (Border patrol) map, enough ore & gems and so forth? A work in progress preview of the map mentioned above:
  14. Border patrol (2) Two nations fight it out at this strategic point at the border. Whoever controls this border choke point can re-supply the war efforts abroad, tho smugglers have found "hidden" path ways in the mountains. Each starting position has a large ore field, a small ore field & a decent gem field near. The tech oil derrick provides extra funds if the war goes long. Both sides can also capture an air field to call in reinforcements. Time is of the essence commander! Download: border patrol (2) v1.51 [tkragon].map border patrol (2) v1.02 [tkragon].map border patrol (2) v1.5 [tkragon].map
  15. Why is that? Bottom is a bit closer ( marginally closer ) to the gems than top? You mean Top can more easily build towards gems? That can be easily solved by moving the MCV. There's a wide open space right to the gems. Someone did that in the testing phase of the map. I'll take a look what can be done, if I'm convinced other changes are need too
  16. I like this idea. Spreading out the existing gems on the left. This kind of goes against what I wanted to achieve with that gem patch on the right. I didn't want it to be easily accessible for either team and I wanted teams to fight for that patch. Also the positioning of the new tech buildings you suggested doesn't really work in terms of balancing IMHO. Since the top would get their base closer to the middle and would by default have an easier time controlling said middle. What did you mean by that? All the props or the cliffs or something else? I kind of like that! All that being said thanks for your suggestions and I have no problems implementing them if more people agree!
  17. That would be awesome! Glad to you like! If there are any more changes needed, just let me know. Download link farlake (2) v1.1 [tkragon].map
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