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All Out War 2 - View topic - Working on a map
View unanswered posts | View active topics It is currently Wed Dec 01, 2021 7:45 pm



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Working on a map 
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: Working on a map
Thanks Zajaquiel. I'll just switch location of WF and REF so that refining takes longer time. I also actually enabled Mechs in the latest version. :)

With a mini defs are still somewhat buildable in the middle. It's a problem that I can't limit the placement of defenses without altering base/map design. Especially in a tight design like this. Think there should be some way to define the base area included in AOW2. Sector code, script, whatever? At least disable placement in a specific sector would make things easier.

Edit: latest version


Wed Jul 18, 2012 12:38 pm
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Joined: Wed Apr 14, 2010 4:34 pm
Posts: 1228
Location: Finland
Post Re: Working on a map


Wed Jul 18, 2012 4:33 pm
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Joined: Wed Jun 22, 2011 1:23 am
Posts: 149
Location: Serbia
Post Re: Working on a map
I think these map has all of features to become good map, I like it a lot, here what I can suggest:

1. Open all pipes, really I can mine them, so no need to have them closed, it's more oppurtunity to fight opponents, put one intersection for those 3 pipes (not more);

2. Make side tunnel to the reffinery, the tunnel itself doesn't look at obelisk. And it's kind of longer and wider tunnel. When I mean tunnel I usually think on side path without rooftop but it may have on some part of it;

3. Just raise the wall to the 1/2 of building size;

4. Decorations for wall and floors.

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'sSs' Ermac ~ "Wasteland is harsh"


Sat Jul 21, 2012 1:40 pm
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: Working on a map
So I've had some good inputs today during testing. These are the points that i typed down and will look into. If you have any more suggestions or opinions on below feel free to provide them.

Latest version:


Yet unfixed:

1. mini ref should be buildable in tiberium waterfall
Since Sector Tag is needs to be 18 and sector tag is already used for scrolling (via script). I don't know how to fix this one with the current design. Someone mentioned AOW21 which also has a scrolling tiberium field but I tested to build a mini exactly into the scrolling sector there and had the same result: "Mini refinery must be built into a tiberium field".

16. heighten damage on barrel drop as it is pretty harmless now
Explosions are fun but damage increase is perhaps not needed. Can be modified later.

19. possible to get stuck on side tube ladder
More of a Skulltag bug.. would have to change heights on tubes but that would make texture alignment fail. Can be modified later if it's a big problem.

Done:

2. side tunnel to ref suggested from base entrance
Since opening side tubes I don't think this is necessary. Can be added later in that case.

3. fix light flats in ref
Fixed.

4. fix broken sector in ref
Fixed.

5. fix bleeding compred in waterfall "window"
Fixed.

6. fix header script so it don't rerun
Fixed.

7. Open all side tubes
Done.

8. raise the base wall
Fixed.

9. Decorations for wall and floors in base
Done.

10. fix ref ob side slope
Fixed.

11. fix flat texture aligment on elevator
Fixed.

12. bridge items are too high, should be lowered 8 pix
Fixed.

13. "tib grid ladder" doesnt work
Fixed.

14. texture aligment on stairs-bridge
Fixed.

15. side texture on small craters missing
Fixed.

17. scrolling floor in tiberium waterfall "window"
Fixed.

18. scrolling bridge texture reported
Fixed.

20. Connect side tubes
Fixed.


Last edited by K4r4t3k4n4k4s on Thu Jul 26, 2012 12:43 pm, edited 1 time in total.



Sat Jul 21, 2012 2:35 pm
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: Working on a map
Any input on point 1 above? otherwise I'll be able to live with it and consider it done. If not I will have to redesign the upper area of the waterfall and make that perticular area not flowing.



Thu Jul 26, 2012 12:02 pm
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Joined: Wed Apr 14, 2010 4:34 pm
Posts: 1228
Location: Finland
Post Re: Working on a map
Try use for scrolling and tag it 18?


Thu Jul 26, 2012 10:21 pm
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: Working on a map
Fixed. Mini ref now buildable in upper waterfall area.



Time for celebration and rejoice. :D


Mon Aug 06, 2012 12:22 pm
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Joined: Wed Jun 22, 2011 1:23 am
Posts: 149
Location: Serbia
Post Re: Working on a map
I was thinking on the side tunnel right here.

Sorry I lack of artistic abilities to draw it correctly.

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'sSs' Ermac ~ "Wasteland is harsh"


Tue Aug 07, 2012 6:34 pm
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Joined: Wed Apr 14, 2010 4:34 pm
Posts: 1228
Location: Finland
Post Re: Working on a map
Alright, I finally took and added this map to main distribution. :)


Tue Oct 16, 2012 9:13 pm
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: Working on a map
Nice!


Wed Oct 17, 2012 7:25 pm
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Joined: Sun Sep 16, 2012 10:59 pm
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Post Re: Working on a map


Sun Oct 21, 2012 10:10 pm
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Joined: Tue Nov 23, 2010 2:04 pm
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Location: Serbia
Post Re: Working on a map
From what I remember, there's not gonna be any patches until the next big release.


Mon Oct 22, 2012 9:03 am
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Joined: Mon May 02, 2011 7:24 pm
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Location: Argentina
Post Re: Working on a map

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[AS] Zajaquiel


Mon Oct 22, 2012 7:14 pm
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Joined: Tue Nov 23, 2010 2:04 pm
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Location: Serbia
Post Re: Working on a map
I estimate that the next big release will happen not long after Doom 4 is released.


Mon Oct 22, 2012 8:36 pm
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Joined: Wed Apr 21, 2010 3:06 pm
Posts: 415
Post Re: Working on a map
Well I can tell you that it's probably not going to be past Christmas time. :p


Tue Oct 23, 2012 6:49 am
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Joined: Mon May 02, 2011 7:24 pm
Posts: 83
Location: Argentina
Post Re: Working on a map
I've seen omega_data_r3083. I guess, next release will be something like that.
And I realize has not option of Surrender. So, will be add the option or surrender or will not be possible surrender anymore ?

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[AS] Zajaquiel


Tue Oct 23, 2012 8:43 pm
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Joined: Fri Feb 17, 2012 4:02 pm
Posts: 178
Post Re: Working on a map
So, since AOW2 is all I do did some updates on this one too:


Gameplay wise I've added a ladder and a new corridor to "upper paths". Hoping to enable more variation to game play.

Re-textured with green+grey theme indoors, added some eye candy. And sounds.


Mon Sep 09, 2013 4:36 pm
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