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Capt.Drake's Maps


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#41 Capt.Drake

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Posted 18 August 2007 - 12:19 PM

Maybe it looks small cause I zoomed all the way out, on both sides there are 2 starting positions on the hills ond 2 in the valleys
In my new comp there is an E6750Doual Core 2GB Corsair RAM and 8800GTS640MB and an 250GB HD Mainbord is an MSI P-35 Platinum

Edited by Capt.Drake, 18 August 2007 - 12:21 PM.

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#42 Death_Pheonix

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Posted 18 August 2007 - 12:20 PM

resurrection
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Sooner or later, the day comes when you can't hide from the things that you've done anymore.
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#43 PeeWee

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Posted 18 August 2007 - 04:59 PM

Maybe it looks small cause I zoomed all the way out, on both sides there are 2 starting positions on the hills ond 2 in the valleys
In my new comp there is an E6750Doual Core 2GB Corsair RAM and 8800GTS640MB and an 250GB HD Mainbord is an MSI P-35 Platinum


ok, its very detailed and looks fun :)

and thats a pretty nice comp u got there too :p
CPU: Phenom II X6 T1090 @ 3,85GHz
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Case: Lian Li V2000 Fulltower
PSU: Corsair VX550W

#44 Capt.Drake

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Posted 28 August 2007 - 05:00 PM

Well since to other Post was moved, here again the leatest map I made is uploaded for further information look in the first post

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#45 Phoenix911

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Posted 29 August 2007 - 01:15 PM

download?
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#46 Pendaelose

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Posted 29 August 2007 - 04:10 PM

Its edited into the first post.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#47 Phoenix911

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Posted 30 August 2007 - 11:15 AM

o.O how dare he do such a thing >.< lol
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#48 Capt.Drake

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Posted 30 August 2007 - 12:30 PM

What do you mean?

Edited by Capt.Drake, 30 August 2007 - 12:38 PM.

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#49 PeeWee

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Posted 30 August 2007 - 03:42 PM

will your maps be part of Remix? they should be... or atleast be on CrosuS!
CPU: Phenom II X6 T1090 @ 3,85GHz
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#50 Capt.Drake

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Posted 30 August 2007 - 03:57 PM

Pend already put one of them in which is Mountain Conflict, desert night is not in but I hope Pend puts it in side by side with Vally Hill Battle
Is there any feedback on the map?

Edited by Capt.Drake, 30 August 2007 - 08:11 PM.

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#51 Phoenix911

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Posted 31 August 2007 - 08:57 AM

i like the snow one :evgr:
not had a ful game yet been side tracked with things and i am in killer pain as i trapped a nerve.
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#52 olli

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Posted 04 September 2007 - 05:02 PM

thank you drake for making me a new death valley map :p
i downloaded it and am about to play test it.

EDIT: well done ! nice job i liked it.

the starting points on the top of the cliff are good...especially for tragectory style firing defenses/wepaons. its great for artillery to hold off units and its a good choke point when units are funneling into your base.

its not so good for direct line of sight fire units/defenses though, because there range is cut by more than half.

Edited by olli, 04 September 2007 - 05:47 PM.

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#53 Capt.Drake

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Posted 05 September 2007 - 06:41 AM

Well that's how I wanted it, take the cliff and advance with tanks through the vally afterwards^^

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#54 Capt.Drake

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Posted 04 July 2010 - 09:44 PM

Well I don't do maps regularly, but I my moments from time to time.
That's why I have created acctually two maps in the past months.
One is already included in Remix so no download for that one the other one is not included yet.

Don't beat me with how I'm nameing my maps I know they already are in ZH.

The Frontline (already included)

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Urban Combat
Attached File  Urban_Combat_Alt1.zip   225.24KB   47 downloads

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#55 ApOcOlYpS

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Posted 06 July 2010 - 01:20 AM

The symmetry is a little...annoying. Yes it's an easy way to include balance and such, but maps that look virtually the same on one side as on the other are less aesthetically pleasing than those that have a lot of variation (I do like that urban combat one quite a bit though).

As a couple suggestions, I'd say try to make the maps more varied all around (easiest if working on free for all maps or non-obvious team maps such as where the players all start in corners, or like Mountain Guns). Through in a river on one side, a city on the other and so on. I'd also suggest trying to make less obvious choke points. Armies like Tank general and Infantry general who lack the mobility of Air Force have a lot of trouble getting through these (especially considering that Remix includes long range artillery defenses). Your urban map is a good example for what I mean: The entrances to the bases are the pair of roads, which are guarded by bunkers (along with the side entrances, virtually the same). This makes for very easy defending and very hard assaulting. In addition throughout the map there are choke points. While not only making for easier defense, the above mentioned armies will be forced to assault in a line formation, making overwhelming the enemy nearly impossible.

So, less symmetry and fewer choke points I think would make for a better map.

#56 Pendaelose

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Posted 06 July 2010 - 07:42 AM

While I can understand the desire for less symmetry the choke points are fine with me, in fact I requested Drake to make a few that had them.

Defensible maps are a big help fighting the AI and a few choke points can give more players a fighting chance. It's not as well suited for PvP but vs the AI it can be a lot of fun.

Edited by Pendaelose, 06 July 2010 - 07:43 AM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#57 Capt.Drake

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Posted 06 July 2010 - 08:44 AM

Yep Pend says it these maps are created with the remix AI in mind, I think that says it

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