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Posted: Wed May 05, 2010 9:18 pm
by Xeretov
LANS wrote:QUOTE (LANS @ May 5 2010, 05:15 PM) Hey, I wasn't suggesting my map was any good and should actually be in the map pack.
The name of this thread is "Map Pack 3".

Posting a Map here is inherently suggesting that you want it included in said Map Pack for play.

If you are not certain that your Map should be in the Map Pack then don't post your Map in the Map Pack thread. ;)

Posted: Wed May 05, 2010 10:39 pm
by TheDevil
So how many maos do we have so far that could pissobly in the map pack?

Posted: Thu May 06, 2010 5:39 am
by juckto
Seven.

Posted: Thu May 06, 2010 8:38 am
by notjarvis
Nah.

There is only one Mao


Posted: Thu May 06, 2010 11:56 am
by Raveen
Dracus_Prime wrote:QUOTE (Dracus_Prime @ May 5 2010, 07:12 AM) lol, no I meant the wiki here: http://www.freeallegiance.org/FAW/index.php/Maps#See_also should be updated to match the current maps used in the game. The wiki has some custom maps no longer used listed and is missing a lot the standard map like pinwheel, single loop small, and its small and large multi-team itterations ect. That was all I meant. I don;t do wiki stuff, but if sombody wanted to contribute that was something I noticed that needs work.
If you want a list of the current maps may I suggest that you follow the link designated "Current custom maps"? Just a crazy thought...

And yes, I'm aware that there's stuff missing from the maps page, I apologise for having a life and a job and not as much free time as I might choose (same applies to Exer).

Posted: Thu May 06, 2010 12:15 pm
by Dracus_Prime
Raveen wrote:QUOTE (Raveen @ May 6 2010, 06:56 AM) If you want a list of the current maps may I suggest that you follow the link designated "Current custom maps"? Just a crazy thought...

And yes, I'm aware that there's stuff missing from the maps page, I apologise for having a life and a job and not as much free time as I might choose (same applies to Exer).
Holy crap dude, no need to get defensive or anything, I was just making note of something I saw and wanted to let people know if they wanted to contribute to it. Never blamed anyone for not doing their job. I mean this is a player supported game and all and it is run better than most AAA's in my opinon. I didn't even know who was in charge of that stuff so please don't take it the wrong way man.

On another note, here are my maps. I haven't emailed them in but I will get around to doing so soon. Nothing really specail about these maps, all randomized sectors. The only features is the standard brown alephs indicating alephs in and out of home sectors (and don't worry I remembered to resize the alephs). Otherwise I tried to keep the maps as symetricle as possible and not mess around with any special features in the hopes this would give them a bette chance to make it into the map pack. I give express permission for all to love them, think they are total @#(!, or anything in between, I don't really care I just had fun messing around with AME for a bit. :P


Alien

Formal

Heartbreak

Skull

Yttrium (it doesn't look like anything special so I just named it to go along with the standard naming scheme, although I think the home sector setup looks fun)

AME is a pretty neat tool so nice job with that! :thumbsup:

Posted: Thu May 06, 2010 3:33 pm
by TurkeyXIII
Long chains of sectors aren't a good idea because the team who claims a sector at each end of the chain can mine between them almost completely unhindered. This is a fairly major feature of Star, which has a chain of only two sectors between the end chokes. Heartbreak has three and Skull, if I'm reading correctly between the gridlines, has six(!!). Also people don't like having to walk long distances to get anywhere.

Maps with turtlable homesectors can take forever to finish, even after one side has effectively been beaten.

Posted: Thu May 06, 2010 3:50 pm
by Dracus_Prime
TurkeyXIII wrote:QUOTE (TurkeyXIII @ May 6 2010, 10:33 AM) Maps with turtlable homesectors can take forever to finish, even after one side has effectively been beaten.
Yeah, actually I meant to address that issue... I think I have a semi creative fix for that though:


Posted: Thu May 06, 2010 4:38 pm
by TheDevil
Try turning gridlines off when taking the screenshot it makes it very easy to actaully see all the alephs. (to turn off gridloine unchect "View Grid" box on top the map preview in AME)

Posted: Fri May 07, 2010 2:18 am
by WolfDeSol
one new map
Discord

or with less alph line crossing

(I still like the top one more)
map for 2 or 3 teams, alphs out of the middle sector are low sig

and two modifications of my other maps

StrifeV2

map for 2 or 3 teams, alphs out of the middle sector are low sig

SpiteV2

the alphs to home sectors on a different "ring" are low sig. Home bases should be in top and left sectors