Levels 3-8: Level 1 permanent or power up.
Levels 8-11: Level 2 permanent, charge, or power up.
Levels 11-14: Level 1 permanent or power up and Level 2 permanent, charge, or power up.
Levels 14-17: Level 1 permanent or power up and Level 3 permanent or charge.
Levels 18-21: Level 2 permanent, charge, or power up and Level 4 permanent or charge.
Levels 21-23: Level 2 permanent, charge, or power up and Level 5 permanent or charge.
Levels 23-26: Level 2 permanent, charge, or power up and Level 6 permanent or charge.
Levels 26-29: Level 1 permanent or power up and Level 3 permanent or charge and Level 7 artifact.
I really like this idea!!! Probably u should post this on hive workshop as well, there are a lot of good map creator.
Will Red also participate in it ? :icon_mrgreen:
Will Red also participate in it ? :icon_mrgreen:
Better watch out ;)
Super cool idea, looking forward to the results.
Can you elaborate why landscape is 50 points and balance 30?
In my opinion nothing is more important than balance in a competetive game. I know this issn't a 1v1 map and FFA maps only have to be somewhat balanced for them to be playable, but don't you think balance is the most important thing, after all?
THE MAPS WILL ALL BE AWFUL.
I'll be entering this competition. It's time to expand my melee map pool to something more then 1v1's. Expect something similar to my other maps:
http://www.hiveworkshop.com/threads/the-red-swamp.255393/
http://www.hiveworkshop.com/threads/renegade-city.253141/
http://www.hiveworkshop.com/threads/synergy.277952/
Will be streaming the map making process.
Stream: https://www.twitch.tv/filmting
Salutations from the hive - Filmting
Good luck to all the participants! Hive sends its regards.
I do have a couple of questions though:
1. Are we forced to use that creep drop table or is it just a guideline?
2. Are we allowed to use custom imports (for terraining purposes) as long as the map is still classified as melee?
3. Are fortress (team based) maps allowed?
4. Are we allowed to upload the maps we make for this contest to other sites (for example to the hiveworkshop)?
I'll be entering this competition. It's time to expand my melee map pool to something more then 1v1's. Expect something similar to my other maps:
http://www.hiveworkshop.com/threads/the-red-swamp.255393/
http://www.hiveworkshop.com/threads/renegade-city.253141/
http://www.hiveworkshop.com/threads/synergy.277952/
Will be streaming the map making process.
Stream: https://www.twitch.tv/filmting
Salutations from the hive - Filmting
Also, how do you add this type of water on the terrain? It's not shallow water it seems to be like a very slightly shallow water maybe? I don't see a property in terrain where I can just select water to make it look like a river.
(https://s27.postimg.org/7skrxrhnn/shallowmaybe.png)
Super cool idea, looking forward to the results.
Can you elaborate why landscape is 50 points and balance 30?
In my opinion nothing is more important than balance in a competetive game. I know this issn't a 1v1 map and FFA maps only have to be somewhat balanced for them to be playable, but don't you think balance is the most important thing, after all?
Really good question!
The answer is that the very first category "Map Structure & Layout / 20" actually doubles as a balance category as well. Really, we could have put this one into either heading and it would have worked but decided to put it under landscape instead.
A large part of balance in a FFA map is actually just where the player spawns are located. They need to be an equal distance from each other and also spread out. An example of a map thats poorly balanced for FFA is the blizzard map "Ruins". This map pits all 4 starting locations right in the center of the map - this means any sort of air attack will dominate and races that are strong at aerial hit and runs (Elf) will be very strong on it.
So, TL;DR: "Map Structure & Layout" will be judged as a Landscape and a Balance category.
Super cool idea, looking forward to the results.
Can you elaborate why landscape is 50 points and balance 30?
In my opinion nothing is more important than balance in a competetive game. I know this issn't a 1v1 map and FFA maps only have to be somewhat balanced for them to be playable, but don't you think balance is the most important thing, after all?
Really good question!
The answer is that the very first category "Map Structure & Layout / 20" actually doubles as a balance category as well. Really, we could have put this one into either heading and it would have worked but decided to put it under landscape instead.
A large part of balance in a FFA map is actually just where the player spawns are located. They need to be an equal distance from each other and also spread out. An example of a map thats poorly balanced for FFA is the blizzard map "Ruins". This map pits all 4 starting locations right in the center of the map - this means any sort of air attack will dominate and races that are strong at aerial hit and runs (Elf) will be very strong on it.
So, TL;DR: "Map Structure & Layout" will be judged as a Landscape and a Balance category.
I see. A suggestion of mine... make a final with the top 3 maps and create an inhouse game with some good players from FFA to represent the map. This way its more of a contest for the follower!
Hi, I can help you with that but it's just that I do not know how to upload an image like you do :( I'm terrible at using computers!
Hi, I am a melee map maker from Hive.
1v1 map is my current field of expertise, but I would like to give FFA a shot.
Would anyone explain me about the rules in making FFA maps?
Below this message are the links of my maps.
this is a terrific idea, im very excited to play the maps you guys create!
I think one important thing that should be mentioned is that we like to avoid islands or cliffs that are unreachable from ground, as they can be towered up and impossible to attack leading to very long games.
Hi, I can help you with that but it's just that I do not know how to upload an image like you do :( I'm terrible at using computers!
Hi, basically what I do is screenshot, paste in paint, cut it, save it and then upload it on postimage.com
Btw, I'm working from the center outward, how do you guys start off your project?
ty
I did save the image but the next I don't know :((
I am attaching a picture instead.
Sorry, my editor is Korean so I marked it with a square to help you find where it locates.
It is right below the wall.
Haha thank you for your kind words! Your tips are very very useful. They are perfect guidelines for people who enter the world of FFA map making. I will make try them! Ah, is 16000 gold enough for a main gold mine and 14000 for an expo? Thank you!Hi, I am a melee map maker from Hive.
1v1 map is my current field of expertise, but I would like to give FFA a shot.
Would anyone explain me about the rules in making FFA maps?
Below this message are the links of my maps.
Really nice terrain work there! Very impressive job, glad to see you participating! Making FFA maps isn't overly different from 1v1 honestly. FFA players love diverse maps and can adjust to different situations. Hell, we played a game on Hurricane Isles this season! (footnote, almost everyone hates that map)
I'll outline a few core principles to keep in mind, but otherwise its fair game.
FFA Maps:
- Minimum of 4 start locations fairly spread out from each other and with equal access to the maps resources.
- At least 1 natural expansion and a secondary expansion for each player is a must.
- Lots and lots of creeps! 4 players means the camps will get crept fast. Try to include a Red camp in there somewhere as well.
- Wide pathways. Most battles in FFA are 100 food armies and any sort of land composition can be cumbersome to move on maps with small passages and choke points.
- Taverns are a requirement for FFA balance purposes. Maps with Observatories and Shops are also very heavily preferred.
- Keep in mind that FFA matches last an average of 2 hours. Keep resources high for gold and lumber.
Thats pretty much it!
For an example of FFA maps that are very well liked in the community, check out: (8) Twilight Ruins, (6) Silverpine Forest, (4) Deathrose. All 3 are staples for their map size and are played in every FFA Masters season.
Here are some screens from my first map (yep, I plan on making more than one if I have the time). Decided to mash up the ashenvale and sunken ruins terrain types. Note that this is very early WiP though, most doodads have not been placed.
You can't rotate those ones
Is there any way to disable some of the items? For instance, for items level 4 in permanent, there is an item called diamond of summoning which teleports units, but I want to disable that item in the random selection process, how can I ?Don't worry. Diamond of summoning is not droppable. If you want to disable an item, you manually add items that you want and adjust the percentage. For example, if you only want to drop claw of attack+6 and nobility circlet, then you add those two items manually and give 50percentage for each.
Is there any way to disable some of the items? For instance, for items level 4 in permanent, there is an item called diamond of summoning which teleports units, but I want to disable that item in the random selection process, how can I ?Don't worry. Diamond of summoning is not droppable. If you want to disable an item, you manually add items that you want and adjust the percentage. For example, if you only want to drop claw of attack+6 and nobility circlet, then you add those two items manually and give 50percentage for each.
Is there any way to disable some of the items? For instance, for items level 4 in permanent, there is an item called diamond of summoning which teleports units, but I want to disable that item in the random selection process, how can I ?Don't worry. Diamond of summoning is not droppable. If you want to disable an item, you manually add items that you want and adjust the percentage. For example, if you only want to drop claw of attack+6 and nobility circlet, then you add those two items manually and give 50percentage for each.
thank you for replying blast, For example let's say I want four "charged items" to be dropped from a creep: book of necro, health stone, mana stone, and wand of the wind. If I go to specific and select level 4 --> charged --> it shows me those four but also the red drake dragon, golmen, and two more, these last four I don't want, so what I should do is create four new sets of items, each set with 25% of getting the 4 items I want? I no longer use random for this?
TY
Yes, that's exactly how it goes. Random items are for when you do not want any exclusion.Is there any way to disable some of the items? For instance, for items level 4 in permanent, there is an item called diamond of summoning which teleports units, but I want to disable that item in the random selection process, how can I ?Don't worry. Diamond of summoning is not droppable. If you want to disable an item, you manually add items that you want and adjust the percentage. For example, if you only want to drop claw of attack+6 and nobility circlet, then you add those two items manually and give 50percentage for each.
thank you for replying blast, For example let's say I want four "charged items" to be dropped from a creep: book of necro, health stone, mana stone, and wand of the wind. If I go to specific and select level 4 --> charged --> it shows me those four but also the red drake dragon, golmen, and two more, these last four I don't want, so what I should do is create four new sets of items, each set with 25% of getting the 4 items I want? I no longer use random for this?
TY
@blast870 , @FML|WorpeX is there any way to change the color of plants? such as bush, Shrub, Viny plant, all of these come in green by default, but can I change their color?You can get into objective editor and change its RGB but that way your map will no longer be marked as melee
@blast870 , @FML|WorpeX is there any way to change the color of plants? such as bush, Shrub, Viny plant, all of these come in green by default, but can I change their color?Actually there is a way, but it takes some time and effort.
@ZsSuperCumulo Well, I just slapped ashenvale rock and grass textures to the outland floating rock. Told you, some really cool stuff can come out of texture fiddling.
And about the tiles, I mostly do everything with a 1px brush unless I need to cover a large area with one tile (after which I add more with the 1px brush).
Also here is a completely random screenshot from one of my WiP 12-man FFA maps (I won't be using it in the contest since it was started beforehand)
Also since w3a is only at 1.26 the limit there should still be the old one.
So far all the ground is flat, will there be penalty points for having flat ground ? :D
Hi guys I have a question, my tavern doesnt show tinker, alchemist nor firelord. It only shows panda, DR, BM, PL and one more I think. How can I fix this?
ty
Hi guys I have a question, my tavern doesnt show tinker, alchemist nor firelord. It only shows panda, DR, BM, PL and one more I think. How can I fix this?
ty
Is your map a melee map? If its not a melee map it will default to some weird ass version, idk why the editor does that. Hit Scenario -> Map Options and look for "Game Data Set". Make sure its set to "Melee Latest Patch".
If anyone is looking for a theme i always wanted to see a dungeon based warcraft 3 map.I have a couple of maps that use the dungeon tileset if you're interested:
If anyone remember the old 1 vs 1 map bright and dark... then a bit like this map, just only the dark part :)
Were talking a map with warlocks, overlords, Voidwalkers, infernals, fel stalkers and the list goes on.
And ofcourse a sick ass terrain that remains enjoyable for a player, but still is remarkable and exclusive for a spectator! Lets go!
Anyone know how to get the doodad rocks/glaciers to touch or overlap? There seems to be a restriction preventing them from getting too close but on some maps I see them overlap.
I heard players hate snow maps in normal melee. Does it also apply here at FFA? Or am I allowed to make a map based on Icecrown?
Thank you for your explanation and suggestion. Yea, I found creeps at Icecrown to have extra Hps. As far as I remember lv6 polar bear has 1200hp, which is really really tough.I heard players hate snow maps in normal melee. Does it also apply here at FFA? Or am I allowed to make a map based on Icecrown?
That stigma does exist, but I don't think its a tileset problem. More of an issue with a lack of good snow maps. Savage Storm is the only Icecrown map we play on and its a love it or hate it type map. The creeps on the tileset are really tough, I would recommend using ones from Lordearon Winter if you do an Icecrown map.
Thank you for your explanation and suggestion. Yea, I found creeps at Icecrown to have extra Hps. As far as I remember lv6 polar bear has 1200hp, which is really really tough.I heard players hate snow maps in normal melee. Does it also apply here at FFA? Or am I allowed to make a map based on Icecrown?
That stigma does exist, but I don't think its a tileset problem. More of an issue with a lack of good snow maps. Savage Storm is the only Icecrown map we play on and its a love it or hate it type map. The creeps on the tileset are really tough, I would recommend using ones from Lordearon Winter if you do an Icecrown map.
And I have 2 extra questions. Does basic melee rules apply in FFA? And if so, how important are they? Are they compulsory or just recommended? I downloaded a 4 player map at Map Downloads and I found the distance between bases to be extreme long, 39~40sec, which is +10sec than normal melee.
My second question is how many player map FML is lacking the most? 4 player map would be easier to work on, but I would like to create something this community is lacking. That way both FML and players will be more satisfied. I can barely see 8 and 10player map. How high is the use frequency of such large scale maps?
(12)Fjord (random heroes)
(8)Normandy(random heroes)
https://docviewer.yandex.ru/?url=ya-disk%3A%2F%2F%2Fdisk%2FFMLmaps.rar&name=FMLmaps.rar&c=5862415c040d
silverpine and harvest of sorrows are two of my favorite maps, we need more of those!
(12)Fjord (random heroes)
(8)Normandy(random heroes)
https://docviewer.yandex.ru/?url=ya-disk%3A%2F%2F%2Fdisk%2FFMLmaps.rar&name=FMLmaps.rar&c=5862415c040d
(12)Fjord (random heroes)
(8)Normandy(random heroes)
https://docviewer.yandex.ru/?url=ya-disk%3A%2F%2F%2Fdisk%2FFMLmaps.rar&name=FMLmaps.rar&c=5862415c040d
Do I have to register to download the maps ? it's all in russian O_o
btw did you make those maps recently or are these older ones?Does it matter?
btw did you make those maps recently or are these older ones?Does it matter?
then I created just now :icon_biggrin:btw did you make those maps recently or are these older ones?Does it matter?
Sure it does. Read firstpost.
:icon_biggrin:
Opened them both up quick just to look at them. I gotta say, the terrain is impressive on Normandy! Really great job on that. Wish that Fjord was given the same attention as that map as the layout seems great, especially for a 12 player map.
Were these on the FFA bot previously?
Opened them both up quick just to look at them. I gotta say, the terrain is impressive on Normandy! Really great job on that. Wish that Fjord was given the same attention as that map as the layout seems great, especially for a 12 player map.
Were these on the FFA bot previously?
No. These maps has never been on FFA-bot. I just played and tasted it(Normandy) one time with Happy and (Fjord) with Airenikus 3-4 days ago.
(8)Normandy(FML)v.1.0 Standard Heroes
Hello,
Is there anyone, who would be so kind and tested my map w/ some friends?
I have tested it many times, but me and my friend aren't that great melee players and since this community is on semi-pro level (at least I believe in it) it would be very helpful, if I could get some more professional feedback. :icon_smile:
If you would be so kind, just write me, I can send you unprotected version of my map. Thank you in advance.
So, regarding the creep camps in dark blue and their natural color. Why is it that every starting position and all of the goldmines (not just starting spawns) have creeps in their natural color (not as creep camps set to 200), but the market place, fountain, other orange and green camps are set to 200 range as dark blue camp?
Will there be a problem if I make a creep camp dark blue for a starting position in a 8 way map?
ty
Hey guys I have a question regarding the items dropped on death.
I have chosen item table from the map and then selected the items according to what I think is balanced, I have also chosen it to be random, for instance:
Murgul Murauder --> Item table --> Item set 1 --> New item --> Random --> Level 2 --> Power up.
This should give me a tome of xp or any of the +2. But When I play my map, it gives me ring of protection +2 and other items.
Also, for other creeps I selected a different item, let's say a level 4 item, but when I kill it I get a level 6 item.
What am I doing wrong here?
Do I have to use Custom item table rather than table from map?
ty
(8)Retvisan Island.
(8)Retvisan Island.
(8)Retvisan Island.
Wow, thats the best one i've seen so far from you!!!! Really great terrain. I can't wait to play it.
Only thing is we need it to be a Melee map. Can't have custom items or anything like that. If you could just fix that up that would be perfect!
Ill add. Give me link when u r rdy.
And what is the mapname? :D
So those maps already being uploaded here, do I wait FML admins to confirm them being "ok" for ladder? Or can I add them already?
(4)AltaiMountains v.1.00
Hi,
Here is my first map. Hardest part was to find out a name:D
This is a rough draft of my map.
I am going to further polish it if it is judged as eligible.
New map ready! I hope we can play a test game on it tonight. Its 6 way.
There's still more to work on such as tiles and doodads. I left this map unpolished in case there needs some changes in terrains. But that's something we can't know before we proceed a test. With that being said, can I get testers?
I have a question regarding the items for different levels.
Does anyone know why these items appear in different levels ? shouldn't they all be on the same level for any map scenario/layout ?
what is c box?! I want it promptly!
what is c box?! I want it promptly!
I have a question regarding the items for different levels.
Does anyone know why these items appear in different levels ? shouldn't they all be on the same level for any map scenario/layout ?
They are on the same level for every map scenario. The thing that changes the item tier is the patch the editor considers within the editor.
Go to scenario > map settings(or options, don't know how it is translated) > at the bottom of the window there is a game data thing, setting it to "Assault - Last patch" will make item tiers to show properly.
I have a questions:
If I put a Market Place in my map, is the item rotation based on how many creep camps have a certain item? For example, let's say I have 6 creep camps that drop level 5 items, but I have 8 creep camps that drop lvl 4 items,does this mean that there will be more lvl 4 items in the Market place or will they be equally balanced?
ty
Is it a good idea to have all kinds of items, of different levels so that the use of the Market Place is not too imbalanced? you know, being able to buy the aura items, or lvl 4,5 items frequently.
yes i did it!
if you are to host, do it with more refined version. I have just done this.
Is it a good idea to have all kinds of items, of different levels so that the use of the Market Place is not too imbalanced? you know, being able to buy the aura items, or lvl 4,5 items frequently.
Usually a map has all kinds of items anyway, I doubt there would be a sudden jump from lv3 to lv5-6 items.
The problem with the marketplace are mainly charged items (especially lv5+), as they can be rebought over and over.
Permanent items that are good lategame are auras, that are a 1 time buy, and hero/situation specific items (eg rune bracers vs ud).
yes i did it!
if you are to host, do it with more refined version. I have just done this.
Nice map
I noticed that you used a lot of small doodads that have pathing, they feel quite annoying to manouver around sometimes
Also noticed, there is a broken ramp in the south east
Last thing, you may want to check the natural expansions. The treeline is way too thin and creeps aggro from beyond the trees.
Link to download: need to rework the items
Link to download: need to rework the items
During the stream a lv11 dh was mentioned iirc, check in the gameplay costants if anything has changed (Advanced > gameplay costants > Untick "use custom gameplay costants"
When I look at the bottom right corner of my map it says:
Melee map: No
reason: Non-default game data set has been specified.
Does anyone know why this appears? If I'm correct a melee map show show the two swords with a round shield as icon while non melee is like a yellow gear, right?
Please help :D
Btw, for the loading screen, if I use a different picture that is not the default image or even from the campaign, does that turn my map into a non-melee map?.
And also what exactly is the difference between melee and non-melee, they both seem fine to me when I play.
Btw, for the loading screen, if I use a different picture that is not the default image or even from the campaign, does that turn my map into a non-melee map?.
And also what exactly is the difference between melee and non-melee, they both seem fine to me when I play.
@FML|WorpeX I reworked Neon City a little bit and managed to fix all of the pink bugs, would you like to try it again anytime soon? I think I need a bit of feedback on how it looks (regarding the few options available as tileset).
thanks.
Ashen Wood updated
Please add to the bot it.
Updated Purity 1/20
-1 more orange zone added for each player
-some tile touch
-some additional doodads placement
-minimal item changes
*As for the doodads that get in the way in the pathways, I tried to reduce as much as possible without compromising aesthetic quality. Yet, still needs more testing about this.
pretty cool looking map; however, maybe change the fountains of mana for health ? :icon_razz:Updated version has it on random.
Updated Purity 1/20
-1 more orange zone added for each player
-some tile touch
-some additional doodads placement
-minimal item changes
*As for the doodads that get in the way in the pathways, I tried to reduce as much as possible without compromising aesthetic quality. Yet, still needs more testing about this.
Updated Purity 1/20
-1 more orange zone added for each player
-some tile touch
-some additional doodads placement
-minimal item changes
*As for the doodads that get in the way in the pathways, I tried to reduce as much as possible without compromising aesthetic quality. Yet, still needs more testing about this.
we played the map last night and it looked terrific!, gj!
Updated Purity 1/20
-1 more orange zone added for each player
-some tile touch
-some additional doodads placement
-minimal item changes
*As for the doodads that get in the way in the pathways, I tried to reduce as much as possible without compromising aesthetic quality. Yet, still needs more testing about this.
we played the map last night and it looked terrific!, gj!
Ah really? Thank you for playing! Were there anything uncomfortable? Or anything you would like to add? I will view your maps when I have free time 😊
Updated Purity 1/20
-1 more orange zone added for each player
-some tile touch
-some additional doodads placement
-minimal item changes
*As for the doodads that get in the way in the pathways, I tried to reduce as much as possible without compromising aesthetic quality. Yet, still needs more testing about this.
we played the map last night and it looked terrific!, gj!
Ah really? Thank you for playing! Were there anything uncomfortable? Or anything you would like to add? I will view your maps when I have free time 😊
Updated Purity 1/20
-1 more orange zone added for each player
-some tile touch
-some additional doodads placement
-minimal item changes
*As for the doodads that get in the way in the pathways, I tried to reduce as much as possible without compromising aesthetic quality. Yet, still needs more testing about this.
we played the map last night and it looked terrific!, gj!
Ah really? Thank you for playing! Were there anything uncomfortable? Or anything you would like to add? I will view your maps when I have free time 😊
Yeah you can watch the recording of the stream here: https://www.twitch.tv/ffamastersleague/v/116881024
Updated Purity 1/20
-1 more orange zone added for each player
-some tile touch
-some additional doodads placement
-minimal item changes
*As for the doodads that get in the way in the pathways, I tried to reduce as much as possible without compromising aesthetic quality. Yet, still needs more testing about this.
we played the map last night and it looked terrific!, gj!
Ah really? Thank you for playing! Were there anything uncomfortable? Or anything you would like to add? I will view your maps when I have free time 😊
I think the starting spawns have little room for all the production buildings that are require for a proper macro ffa player. I mean for 1v1 or 2v2 where u only need 1 or 2 buildings of each kind then it is fine, but for ffa you need 10 or more production buildings. Maybe change some of the unbuildable ground or make the starting spawns a little more open (more room for building placement).
Updated Purity 1/20
-1 more orange zone added for each player
-some tile touch
-some additional doodads placement
-minimal item changes
*As for the doodads that get in the way in the pathways, I tried to reduce as much as possible without compromising aesthetic quality. Yet, still needs more testing about this.
we played the map last night and it looked terrific!, gj!
Ah really? Thank you for playing! Were there anything uncomfortable? Or anything you would like to add? I will view your maps when I have free time 😊
Yeah you can watch the recording of the stream here: https://www.twitch.tv/ffamastersleague/v/116881024
There were some parts I did not understand (I have poor English listening ability)
You mentioned something about the corners and gnoll camps at 16:50 and 17:05 respectively.
What was that?
Here's my 4-player map for contest, called Boomtown:
:ra2: :ra2: :ra2: :ra2: :ra2: :ra2: :ra2: :ra2: :ra2: :ra2: :ra2: :ra2:
So, from a quick look in the editor my assumption is you are going for a map which is all about getting big as shit and becoming a wrecking ball. Big items, big armies, dragons, all that stuff.
Couple of things I noticed:
-Shop creeps aren't on Camp mode for some reason
-The ramps at the observatories are very sloppy looking
-For a map with the theme of "go big or go home" the map is super flat. I would expect some ridiculous hills and valleys that match the theme.
-Despite the theme, the items still dont make much sense:
-Not that this will affect us too much, but the main base camp is a level 6 and a level 3 item from a 22 power camp.
-The red ogre camps - also level 22 camp - drops a level 7, level 2 and a mana ward.
-On the flip side, you have a 36 power camp with a comparable drop to the 22s (level 6, 2 and a watcher ward)
-Its probably intentional, but you can't walk past the mercenary camps to get to the healing well - you'll need to creep them first.
-100% unguarded dragon roost. I assume its intentional, but wow.
Hello, I have a question about the number of players shown in the map name. When I created Equalrium and Neon City, they just appeared as Equalrium.w3x and Neon City.w3x, but they did not have the (8) and (6) respectively which stands for the maximum number of players. It wasnt until I downloaded the maps from the bot, I think, that the maps obtained the (8) and (6) in front of their names. Now I want to upload all three maps for submission and while Equalrium and Neon City have the (8) (6) in front, my last map still doesnt have the (4) in front. How can I have my last map, Meson de la Taberna, uploaded with the (4) in front?
ty
(6) Neon City by SuperCumulo (http://www.mediafire.com/file/g2k9g5uv5f3mo3d/%286%29NeonCity.w3x)
Not being able to make further FFA maps since this contest makes me produce more ARGH!
This will be the last shit!
Just a quick view on this map will make you feel enthusiastic at reviewing! So go on!
Not being able to make further FFA maps since this contest makes me produce more ARGH!
This will be the last shit!
Just a quick view on this map will make you feel enthusiastic at reviewing! So go on!
cool looking map, it looks games should be no longer than 60 mins :D
Can't wait for the results :icon_cool:
Did that 'final' thing with an IH game for every candidate in the final become a thing? If so make someone stream it on twitch!