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 PostPosted: 15 Jul, 2007 
 
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Location: Australia
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Map Name: Dead Crossing
Map Size: 10x10
Vault keywords: crossing / bridges / mountains
Vault author: PhilMorton
Status: Playable / WiP
Players: 4 (2v2 recommended)
AI: Supported
No rush: Supported

  • Fight on sea and land over an ancient salt-lake.
  • The north and south land-masses are joined by bridges (thanks to CardiacReactor), so land and sea units can move through these waterways.
  • Designed for left vs right game-play, but top vs bottom also works.
  • Most of the terrain (i.e. cliffs) can be traversed, even up steep mountains. This means most of the terrain isn't acting like walls, but the height differences should prove invaluable for defense.
  • Big thanks to painangel for his brushes

Overview:
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Resource / spawn points, buildable / traversable terrain:
ImageImage
Some editor shots:
ImageImageImage
v2 WIP:
ImageImage

This is the result of a weekend of playing with the map editor, still got a lot of testing and detailing to do.

Any feedback is welcome! ;)

Things still to do:
  • Detail work (decals/props/texturing)
  • Bridge script tweaking
  • AI tweaking

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Last edited by ActionMan on 20 Jul, 2007, edited 3 times in total.

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 PostPosted: 19 Jul, 2007 
 
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That looks absolutely beautiful, good work. Can't wait to play it.

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 PostPosted: 19 Jul, 2007 
 
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Joined: 12 Mar, 2007
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Location: Wisconsin, USA
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Nice looking map! Looking forward to trying it out. :D

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 PostPosted: 20 Jul, 2007 
 
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Perfect map for Salem Class Destroyers, oh yes, my boy.

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 PostPosted: 20 Jul, 2007 
 
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If anyone has a game on it, I'd appreciate some feedback on the bridges. :D

Originally, I wasn't going to have any land bridge between north and south, but to make the map more AI friendly, I thought I'd give the bridge script a try... I'm not sure if it was the right decision or not.

If I do keep the bridges, I'll have to tweak them for v2, because the trigger areas aren't quite perfect yet.

Also, all of the map detail is done in the elevation and texture maps. I'll definitely be adding lots of decals for v2 as well :wink:

Thygrrr wrote:
Perfect map for Salem Class Destroyers, oh yes, my boy.

Hopefully, cybrans naval advantage on this map should be countered by the amount of rough terrain which screws up their laser weapons.
Aeon should also be pretty good here because of all the shortcuts they can take with their hover units.


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 PostPosted: 20 Jul, 2007 
 
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Looks interesting. Look forward to trying it.

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 PostPosted: 22 Jul, 2007 
 
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not all of us have access to the vault :evil: :evil: :evil: :evil:

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 PostPosted: 22 Jul, 2007 
 
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truecrisis wrote:
not all of us have access to the vault :evil: :evil: :evil: :evil:

So you chose the correct name then, didn't you?

For the GPGnet challenged: Dead Crossing.v0001

<edit after below>
Your welcome.
</edit>

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Mapping: 1, 2


Last edited by LeVirus Watts on 22 Jul, 2007, edited 1 time in total.

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 PostPosted: 22 Jul, 2007 
 
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truecrisis wrote:
not all of us have access to the vault :evil: :evil: :evil: :evil:

Really? Why not? Did u buy it 2nd hand or something?

BTW, I can put up a direct link if you ask for one, but it looks like leVirus has done it already (thanks!)

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 PostPosted: 19 Aug, 2007 
 
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Joined: 18 May, 2007
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rubbish posted into the wrong forum

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Last edited by 0xA9F on 19 Aug, 2007, edited 1 time in total.

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 PostPosted: 19 Aug, 2007 
 
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0xA9F wrote:
Some mexes are still not aligned to the grid (in v2)
:(


i believe thats a very quick fix, im sure he'll fix in a later version. (auto snap to o-grid)

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 PostPosted: 19 Aug, 2007 
 
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orcsdeath wrote:
i believe thats a very quick fix, im sure he'll fix in a later version. (auto snap to o-grid)

I know that it's a quick fix.

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