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Messages - Warhammer

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16) Server.War2.ru / Re: Cast Your Votes! Water Map Competition
« on: April 13, 2017, 12:22:14 PM »
Ocean Bloom Map reposted (again)

Very cool replay. It was worth listening to the audio part for the comments about the map and it's play. That was truly insightful.

Yes, I purposefully made it so you could not hop. I went out of my way to insure that you had to either blast or use transports to get to players/gold.


18) 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.


Perhaps something good could come out of it eventually, since the people who made gow at the dawn of time were clueless.

I'm glad you added this at the end. My main point about this whole project revolves around this last statement of yours. The major flaws of gow classic are 6 and 8. 6 at best is marginally playable with a constant threat every game of being towered on the backside. 8 is totally unplayable and 90% of games they move to s9.

Secondly, you mention the "best" strategy is to power... hmmm.... in the few games that have already been played.. PB (^Paperboy~Sol^) raxxed Poiuiyt at 11 (top left) from 10. In another game, I saw a rush that worked well. Powering happens to be one strat that in your opinion is the only option. However, PB thought otherwise. This is why, I need input and feedback from other players.

Thirdly, I like your constructive criticism. But being altruistic, and looking at your comments, I see that you have pointed out flaws (in your opinion) but really have not provided any solutions. Case and point ;

-I know what possible tactics you wanted to open up with the tiny path below the entrance of 10 but don't go with such a narrow path. Think of another option.


What is this "other option"? Please provide solutions to EXACTLY what you would like to have done. A wider path, a convergent path (2 paths that meet), a divergent path (2 or more paths that split), and such. It's always easiest to say, I don't like the cheeseburger at McDonald's and to say, "Make it better". Well what specifically would you like to do to, "Make it better". I'm not harping on you, I like your comments, but in my opinion they are dicey and diluted. If you could give me specific examples of what to consider to change or better yet if you have the map editor and make changes and kick it back to me. I'll take a look at the maps side by side and see what you are talking about. As it is making maps does take a lot of creativity and spacing is always an issue. Looking at the map now, it is set up so that TVB will be right vs left. Not sure if you noticed that feature. I have to change start spots because I messed up on the demo. This is one thing that needs to be changed on my list.

Please do give me more feedback and input... If you can edit the map with your ideas, I'll send you my email in a PM.

Let me know... Thanks !!

@Szwagier - I understand your concern. By your standard, the total fair and balanced Gow map you are talking about has already be completed. This has been done in the form of Gow BNE. You can build and block all spots. However, this takes away strategies and becomes drab and boring. In light of that, I specifically and purposefully replicated "defects" so that all spots will have some form of deficiency.

Ironically, the deficiencies in Gow Classic are the reason so many people play the map. It was and is my goal to replicate deficiencies at all spots so that "skill" for that spot can be utilized. Be it towering, catting, rushing, choking, powering and so on.

Thirdly, aside from pos (Plains of Snow) and BTB (Bridge to Bridge) there are not so many 8 player land maps. My intent is to provide a variety of maps that may be similar but with different defects likened to Gow. It is my belief that many players look for these attributes so that it may contribute to their play style. For instance, SPB- likes to tower/gay/ and cat. Well if everyone were able to block how could he rax someone??? I'm not picking on him just using him as a prima fascia example.

Lastly, I'm looking for feedback as to any changes that need to be made with reasoning to support such a claim. This is a "demo" version subject to be changed accordingly for any unnecessary defects.  I have spotted a few already and will work to revise those few. Prior to addressing those, I'm still looking for further feedback on specific changes. Here is an example : I can only build my hall in one spot, can I not have more choices???... Although this is not true on this specific map, you get the drift.

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)

blacksmith is 100 oil, hold/keep is 200 oil, castle/fort is 500 oil. If you cancel an Upgrade you get the full resource back. If you cancel a blacksmith you only get 75 oil back or so. You can rebuild back to a stronghold but then you will have 0 oil as you have surmised.

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

24) 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

25) 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

26) Cartography & Custom Maps / Re: Pud - Cross Forks test - demo ready for download
« on: September 27, 2016, 02:02:32 AM »
I'm confused totally?

You are showing me a screenshot of Fierce Ocean Combat with 9 destroyers.
You are stating they are not "Ready".
They are all highlighted and are ready for action!

What is the point/issue ?
I have no idea what you want.
You need to write at least a paragraph as I have stating the issues/concerns...
Not "ships still not ready though"

What the heck does that mean?
If you are saying that you can only group 9 units at time that is an issue with the program itself
You will have to group them in control units 1 to 9. Nothing we can do about that.
That has been as issue since the game was created in 1995.
Elaborate otherwise.

27) Cartography & Custom Maps / Re: Pud - Cross Forks test - demo ready for download
« on: September 26, 2016, 09:53:50 PM »
Mini ? Mini what?
Mini BGH ?
Mini golf ?

I generally don't play the customs type maps. Elaborate your concern and/or issues with the specific map and what changes you want added/deleted...
I need a ton of help with just a basic statement such as yours. Need specific details not general "It sucks or just fix it" that doesn't tell me anything.

Thanks, and please give me feedback on any maps thus far.


28) 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

29) 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.
 

Map : Arctic Flower
Creator: TheGoodShepherd

Starting spots: 6
start mines 40,000 gold
mines in total 9
3 middle mines (need to blast to get to them)
6 oil patches 25,000 each

Enjoy !
Attachments
png file of map (snapshot of pudbrowser)
Arctic Flower pud

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