New Map

Share your Fleet Operations maps here and share them with other users.
1, 2
posted on February 5th, 2011, 8:47 pm
Last edited by Anonymous on February 6th, 2011, 3:27 pm, edited 1 time in total.
Sup, Ive made a map. Id like it if you guys would give some tips and stuff. This is my first map.

I have a problem like when I go into instant action and I want to see the minimap well it doesnt appear :/

Warzone 1.0
2Player map
15000x15000

Attachments

[The extension has been deactivated and can no longer be displayed.]

Warzone 1.0.rar
(49.52 KiB) Downloaded 185 times
posted on February 5th, 2011, 8:54 pm
Well, it's slightly resource-heavy and slightly borg-favoring, as the nebulas are in critical places.  I'll take a closer look and see if there's any other advice I can give you.
posted on February 5th, 2011, 8:54 pm
Check that your other files have that extra space between Warzone and 1.0 as well :). Would you like recommendations about your map?
posted on February 5th, 2011, 8:56 pm
Yes pleace :) Thanks
posted on February 5th, 2011, 9:44 pm
Oh, I didn't see the period.

If you name your map "Map-Face 1.0", the minimap won't work.  You can't use periods in map names because it messes with the file extension.  Try "Warzone 1_0" instead.
posted on February 5th, 2011, 9:48 pm
Last edited by o3Locked on February 5th, 2011, 9:55 pm, edited 1 time in total.
Ohh Thanks

*Edit: It works now
posted on February 6th, 2011, 3:34 am
Last edited by Anonymous on February 6th, 2011, 2:33 pm, edited 1 time in total.
Warzone 1.1
Played a game, went well. Hope you guys like it. Any tips are welcome =)

Made some changes

Teams map
4Player
15000x15000
Got rid of nebs


More maps by me will be seen. Hopefully Ill get better =)

Attachments

[The extension has been deactivated and can no longer be displayed.]

The Attack.rar
(47.24 KiB) Downloaded 156 times
posted on February 6th, 2011, 5:28 am
Hmm well this is quite different from 1.0 ^-^.

  My main concern is now that there is a very strong chokepoint for both sides.  This means that harassment of mining will become almost impossible very quickly for all but cloaking races (and even they will get caught by detect at the bottleneck when it's available).

  I actually liked the other setup better, if I may say.  Try removing the blue nebulae from 1.0 and seeing how that works for starters.  I'd make the asteroid "lines" a bit less obstructive in order to 'guide' people certain ways instead of force them into chokepoints :).

  I look forward to seeing what you do with it :thumbsup:
posted on February 6th, 2011, 9:57 am
yeah gotta agree with boggz here, stay away from chokepoints like the plague. asteroid halma is about as chokey as it should get.

each player could easily put turrets and decloak at their door and because there are 3 moon pairs in your area you will easily have the res to build that wall of turrets before enemy can stop you.

i think 3 moon pairs per player for the entire map is enough.

i'd go back to warzone 1, remove the blue nebs for the most part. remove all the exps in your "area" and leave 1 tri moon on your side of the belt and the accompanying di moon on the other side. do that in 2 locations, so you have 2 tri moons in your area and the dil moons are on the other side of the belt. then maybe put another full/half exp in the middle.
posted on February 6th, 2011, 2:24 pm
Thanks =)
posted on February 6th, 2011, 2:31 pm
i meant to say take away all the exps. not just the ones in the areas. so each player would have their main pair, 2 exps, with each exp split over the asteroids. and then there would be an exp in the middle to fight over.
posted on February 6th, 2011, 2:33 pm
Would this one work with 3 chokepoints per side? 3x the number of gaps to defend would drain the resources of anyone who tries it.

Just thinking back to a stock map with 3 Wormholes set up like that.
posted on February 6th, 2011, 2:38 pm
Myles do you mean like this?

Attachments

Untitled.png
posted on February 6th, 2011, 2:42 pm
o3Locked wrote:Myles do you mean like this?


thats a lot better.

i was trying (not very clearly lol) to describe that each player would have:

- their main base moon pair,
- 2 tri moons in their area, located where the current closest dil moon is (in your latest post), and in a similar position on the other asteroid bar
- a dil moon on the opposite side of the asteroids, 1 for each tri moon.

and the two pairs in the middle would be replaced by one pair, or just 1 dil moon.

having the tri easy to access and dil not forces players to think differently, as nearly everyone goes for dil first. it also helps make harassment of the important resource easier.
posted on February 6th, 2011, 2:52 pm
sorry for double post, attached is a diagram,

red circles are main bases, dont change them, most mains should have 1 of each moon. preferably like duel II.

black is map border and asteroids, i made the gap bigger in the middle bar, so that turtling would be expensive and difficult.

orangey yellowey circles for tri moons, blue for dil moons.

i marked 2 dil moons with a green star, consider deleting them so players have a hard time defending dil moons.

it still leaves nebula placement tricky.

this is just my personal ideas on what i think is good.

Attachments

Untitled.png
1, 2
Reply

Who is online

Users browsing this forum: Bing [Bot] and 1 guest