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Topics - Warhammer

Pages: [1] 2
1) Support Requests / [done] Bullying for ~Tora~
« on: March 03, 2018, 06:16:22 PM »
Open thread for Lee Roy Jenkins with akas Fevertree, Wyatt Earp and several other akas. He spoofed, spammed, insulted and otherwise has bullied, "TheGoodShepherd" my friend, every time he is on the war 2 server. He was warned several times to stop and desist. He keeps doing it. He logged out as "leeroyjenkins" and relogged as "TheGoodFucktard" and shouted insults there too. 7 ss's are posted on ss.war2.ru 3/3/2018. He took actual photos of the main chat attached here with ranting and insults with the above incidents. This was over the course of 5 hours of play here and there on Saturday. He does it EVERYTIME "TheGoodShepherd" is online.


2) Server.War2.ru / HELP - Lost Maps created by Warhammer
« on: August 02, 2017, 02:14:44 AM »
Many of you old timers know that I have created many maps through the years. About 3 or 4 years ago my main computer suffered an electrical spike and I lost all those maps. Some of you now MAY have them.

I am specifically looking for a map called,
Warhammers Maze. I forget if it was an 8 player or 6 player map. I believe it was a 6 player map.

IF YOU HAVE IT PLEASE UPLOAD IT HERE.

Other lost maps are -
* Pie
* Spiral for 6 (I created a another one recently)
* Small Pond (This is like x marks the spot for 4 players)
* Vicious Ocean Battles
- VARIOUS OTHER MAPS - that I can't remember their names - BUT IF it has Warhammer as creator please upload... Current maps made by TGS I have.

Thank you for reading and pass on to anyone who may have these maps saved somewhere.

- TGS -

3) Cartography & Custom Maps / Troubled Waters by TGS
« on: July 29, 2017, 08:45:25 AM »
Map : Troubled Waters
Creator: The Good Shepherd

Size: 96 x 96
Terrain: Forest
Map Default: 10000 gold, 2000 lumber, 5000 oil
Starting spots: 5
start mines (5): 30,000 gold each
expansion mines (10): 15,000 gold each
mines in total 15
Oil patches (11): 10 @ 30,000 and 1 in center @ 50,000.

Creator Notes
This is a close in water combat map where players can be engaged with Juggs, subs and grunt landing parties very quickly. Each island is similar to Spiral with several exceptions. Each of the 5 islands have 3 mines (main 30k, 2 expos at 15k). The expo mines are toward the edge of map and you MUST cross a very small LAND bridge to get to them. All mines can be lambasted by Juggernauts/Battleships, however they are spread out. After playing this map a few times, it became quickly apparent that I liken this to No where to run - No where to hide map but for Water. You are so close to one another that combat is fast and furious from the onset.

Intent was to make this a 5 player Free For all map. However, all I have played so far are about 5 or 6 games of 2's.

Please reply with any and all feedback as I may further modify this first version.

Enjoy !
Attachments
png file of map (snapshot of pudbrowser)
Troubled Waters Demo pud

4) Cartography & Custom Maps / Abyssal Waters by TGS
« on: July 18, 2017, 09:05:18 AM »
Map : Abyssal Waters
Creator: The Good Shepherd

Size: 128 x 128
Terrain: Winter
Map Default: 10000 gold, 5000 lumber, 5000 oil
Starting spots: 8
start mines 50,000 gold
mines in total 8
Oil: 17 patches (25000 each)

Creator Notes
It is the intent of this map to recreate a different version of Fierce Ocean Combat. No expansions, all islands are accessible 360 degrees, and all spots have nearby neighbors. I have attempted to create a more fair atmosphere as Fierce Ocean Combat (FOC) lends itself to some spots that are unfair, especially on that map the middle 2 spots. If you start in the middle 2 spots on FOC you are at a severe disadvantage. It was my intent to take away this "disadvantage" and even the playing field by designing all islands to be near to one another respectively thus giving no one spot a disadvantage nor advantage over others. Each spot has 4 access points to oil, all mines are pointed toward the middle but far enough away from the shore line so that you don't get blasted by juggs/battleships on your peon line. 
Please reply with any and all feedback as I may further modify this first version.

Enjoy !
Attachments
png file of map (snapshot of pudbrowser)
Abyssal Waters Demo pud


5) Cartography & Custom Maps / Forgotten Pathways Demo 2 - TGS
« on: June 14, 2017, 10:59:51 PM »
By - The Good Shepherd (TGS)
This is Forgotten Pathways 2nd modification. Read orignal FP post for the details of the map.

Modifications to the map.
* As requested by feedback more open space has to been added to spots that were so called, "cramped".
* More flavor to some start spots, i.e. a 2nd entrance or a wider entrance
* All spots are numbered in the grass, look closely and you will see the clock position that you are starting at in the grass/snow.
* Middle of the map signed, "TGS" in the middle.
* Trees added/removed as needed for the changes above to take place.

Looking to play test this map for a week or so and get feedback for any further modifications.
I was able to play a 4v4 with it and I've had positive feedback on so far.

Attached
Forgotten Pathways demo 2 - pud

6) Cartography & Custom Maps / High Tide Adventures demo map by TGS
« on: June 02, 2017, 05:42:40 PM »
Map : High Tides Adventures Demo
Creator: The Good Shepherd

Starting spots: 8
Start mines 75,000 gold
Mines in total 8
Oil Patches - 21 (Oil patches considered to be closest to start position - 8 - of players are 25k, edge oil patches  - 8 - are 15k, direct middle (1) is 50k, slightly off center middle (4) are 35k).

Creator Notes
     This map is a High Seas Combat template map. Which means that there are ONLY 8 start mines with 75k. That means there are 3 sets of paired islands. i.e. you can blast to a neighbor in 6 of the 8 spots. Which also means there are exactly 2 stand alone islands. These traits come straight from the HSC map. All start spots are along and near the edges of the map with lots of open water in the middle. This is intended to be a different version of High Seas Combat. As with both HSC classic and BNE, there are no expo mines.

   Furthermore, each spot has been numbered by clock position. If you look at your start spot carefully in the grass you will see a number. That number is the number most closely associated with the clock position on the map. This will make it easier to communicate with your partner(s) over time the exact location you plan to attack, expo to, or otherwise carry out your plan(s) of action. 

Please reply with any and all feedback as I may further modify this demo version.

Enjoy !
Attachments
png file of map (snapshot of pudbrowser)
High Tide Adventures Demo pud

*** PLEASE READ 3rd POST for updated version ***
(This post is for map info from original) - Thank you - TGS


Map : Pirates Lagoon
Creator: The Good Shepherd

Starting spots: 8
start mines 50,000 gold
mines in total 20
All 12 expo mines need to blast to get to them. Four of them are on islands in the middle of the map which also are surround by rocks. 
12 oil patches 25,000 each

Creator Notes
This is likened to High Seas Combat but with serious other modifications. Each start position you can blast to 2 sides. If you are playing a full game there will be a player on either side of your mountains (rocks). In the middle of all rocks on the main land (where all players start) are the 8 expo mines each 25k. Look at the pud browser snap shot to see the image. Each set of rocks has exactly 1 expo mine. Mostly toward the edge of the map. This is intended to force action on the main land and on the Lagoon (water).

Please reply with any and all feedback as I may further modify this first version.

Enjoy !
Attachments
png file of map (snapshot of pudbrowser)
Pirates Lagoon pud

8) Cartography & Custom Maps / Ocean Bloom Map Posted again !
« on: April 13, 2017, 12:24:39 PM »
This was posted in September, as new map (like fierce ocean) or something like that.. it was not explicit as "Ocean Bloom"

Here is it again !

9) Cartography & Custom Maps / Ocean Bloom submission for Water Map Contest
« on: April 06, 2017, 08:50:36 PM »
Here is the submission for Ocean Bloom by, "TheGoodShepherd".
This is a resubmission that was dated from September 6th.


Note please play test and post with any issues or concerns for consideration for Finalization of map.
Close Date for Revisions will January 23rd, 10 pm EST.

Special Creator Notes:
1. This replicates the original Gow Style map in totality. Sure spots and pathways have been changed but will add a new flavor of play.
2. As with the original all spots are not equal but each spot will have it's one dynamic identity.
3. The major differences are that all spots can get gold normally. i.e. 6 and 8 in normal gow get screwed. This dynamic did change so that all spots can get gold at the same rate. This was done intentionally to make all spots more fair in that regard in and of itself. 

Map : Forgotten Pathways -  8 players
Type: Land, patterend (follows the concepts and ideas of Gow)
Properties: Forest, (10,000 gold, 5000 wood, 5000 oil), 128 x 128 map, 8 players
Creator: TheGoodShepherd

Starting spots: 8
8 start mines - 60k gold
4 expo mines - 30k
4 middle mines - 50k
mines in total 16
Total Gold 800k

0 oil patches

Enjoy !
Attachments
Forgotten Pathways demo - pud
Pudbrowser image (map snapshot)

Note please play test and post with any issues or concerns for consideration for Finalization of map.
Close Date for Revisions will January 21th, 10 pm EST.

Special Creator Notes:
1. Starting oil by map default is set to 1000 oil. This adds a new dynamic so that if you destroy a castle or fortress, it can not be rebuilt. This adds depth to team strategy.
2. It is also the intent that players will be forced to seek out the expo's quickly and not camp. This is meant for either a FFA or team play via TVB.
3. Total Gold of map rivals that of Gow classic.
4. This is meant to replicate the Maze BNE but for 8 players, it is similar but obviously will be vastly different in design.

Map : Amazing 8 players
Type: Land, Geometric (all spots equidistant to neighbors, all mines gradually get larger toward center)
Properties: Forest, (10,000 gold, 5000 wood, 1000 oil), 128 x 128 map, 8 players
Creator: TheGoodShepherd

Starting spots: 8
8 start mines - 30k gold
8 edge mines - 15k
8 second ring mines - 20k
8 inner ring mines - 25k
1 center mine - 100k
mines in total 33
Total Gold 820,000

0 oil patches

Enjoy !
Attachments
Amazing demo pud
Amazing snapshot - pudbrowser

12) Cartography & Custom Maps / New Map - Spiral for 6 players - Water
« on: January 13, 2017, 02:58:24 PM »
Note please play test and post with any issues or concerns for consideration for Finalization of map.
Close Date for Revisions will January 20th, 10 pm EST.

Map : Spiral 6 players
Properties: Orc Swamp, Medium resources, 96 x 96 map, 6 players
Creator: TheGoodShepherd

Starting spots: 6
6 start mines 50,000 gold
6 expo mines 40,000 gold
mines in total 12
Total Gold 540,000
6 oil patches 25,000 each
1 oil patch (middle) 50,000

Enjoy !
Attachments
Spiral 6 player demo pud
Pud Browser screen capture png

13) Cartography & Custom Maps / Aquatic Ring - New Map - Water - 6 player
« on: January 12, 2017, 08:19:50 PM »
Note please play test and post with any issues or concerns for consideration for Finalization of map.
Close Date for Revisions will January 19th, 10 pm EST.

Map : Aquatic Ring
Properties: Forest, low resources, 96 x 96 map, 6 players
Creator: TheGoodShepherd

Starting spots: 6
start mines 50,000 gold
mines in total 6
Total Gold 300,000
12 oil patches 25,000 each

Enjoy !
Attachments

14) Cartography & Custom Maps / Pud - Cross Forks test - demo ready for download
« on: September 25, 2016, 06:49:40 PM »
Map : Cross Forks (demo playtest version) - Please report issues/bugs/fixes here before finalizing.
Creator: TheGoodShepherd

Map Size: 64 x 64
Starting spots: 4
start mines 25,000 gold
Expo mines
2 - 20,000
2 - 40,000
mines in total 8

4 oil patches 20,000 each
1 center oil patch 40,000

15) General Discussion / Pud - Arctic Flower (Revised and playtested) for Download
« on: September 21, 2016, 11:03:49 AM »
Please use this fixed version of Arctic Flower.
Please see post from last week with original pud details. Resources are unchanged.

Revisions/Fixes -
1) All positions can use exactly 2 demo squads to get to the center mines

2) All starting hall positions now can be attacked by 2 battleships. A note here is that each spot can build shipyards and foundries in those spots to protect their halls from being attacked immediately as a strategy.
 

Pages: [1] 2