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Messages - blast870

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31
News / Re: Build A World Map Making Contest!
« on: January 26, 2017, 10:43:31 am »
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).

Would the problem be solved if I expand the main by replacing cliffs with wood?
or do you think the trees should be removed for more space?

32
News / Re: Build A World Map Making Contest!
« on: January 26, 2017, 10:41:56 am »
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?

33
News / Re: Build A World Map Making Contest!
« on: January 26, 2017, 07:30:26 am »
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 😊

34
News / Re: Build A World Map Making Contest!
« on: January 22, 2017, 07:35:18 pm »
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.

There practically isn't a difference between melee and non-melee as long as you did not touch any data that affects real gameplay. As for touching the loading screen, the game will turn non-melee. I suggest your map stay within the boundary of melee as skeptical players would hold doubt on it because in a player point of view, he cannot be sure what part of data has been manipulated.

35
News / Re: Build A World Map Making Contest!
« on: January 19, 2017, 10:58:53 am »
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.

36
News / Re: Build A World Map Making Contest!
« on: January 19, 2017, 10:58:22 am »
Nice terrain!

An outstanding barrens-based map

37
News / Re: Build A World Map Making Contest!
« on: January 17, 2017, 04:23:04 am »
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.

Ah! I really appreciate your practical advises!
I will modify them asap!

38
News / Re: Build A World Map Making Contest!
« on: January 16, 2017, 12:44:06 pm »
yes i did it!
if you are to host, do it with more refined version. I have just done this.

39
News / Re: Build A World Map Making Contest!
« on: January 16, 2017, 12:25:59 pm »
what is c box?! I want it  promptly!

40
News / Re: Build A World Map Making Contest!
« on: January 16, 2017, 10:47:17 am »
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?

41
News / Re: Build A World Map Making Contest!
« on: January 14, 2017, 05:28:49 pm »
This is a rough draft of my map.
I am going to further polish it if it is judged as eligible.


42
News / Re: Build A World Map Making Contest!
« on: December 26, 2016, 01:15:51 pm »
Curiosity still remains. I've checked other maps, and they tend to have short distances like 28sec, which is very norm. Also the highly regarded maps you mentioned, Silverpine Forest had 28sec of distance while Twilight Ruins had 20 and 26 sec. So the latter maps theoretically allows hero harassment and tower rushes. The source of my curiosity is simple; why there exists such a gap between maps. For a FFA layperson, that irregularity is confusing and I do not know which to focus.

-------------

As for the second question, so the map truly in demand is a 4 player map with large space?
I was thinking of making a 8 player map due to its lacking numbers but if solid maps do already exist hmm
Maybe i should move onto 6 or 4 haha

43
News / Re: Build A World Map Making Contest!
« on: December 26, 2016, 12:03:31 pm »
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.

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?

44
News / Re: Build A World Map Making Contest!
« on: December 26, 2016, 07:08:04 am »
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?

45
News / Re: Build A World Map Making Contest!
« on: December 20, 2016, 08:24:47 am »
@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

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