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 Hot Rocks 
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happy carebear mom
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Post Hot Rocks
Since my last map was a kludge I put together, I decided to try and do it right this time. Hot Rocks is what I made. It's got a nice pit underneath the entire map, somewhat volcanic looking rock texture, and a bridge. How now, brown cow?

Edit: Removed emitters, replaced gold pockets with the usual gold stuff. Some other changes.

Pix:
Attachment:
HotRocks2.jpg


DL:
Attachment:
HotRocks_v1.1.rte.rar


Last edited by Duh102 on Sun Apr 06, 2008 12:18 pm, edited 1 time in total.



Sun Mar 30, 2008 3:03 pm
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Post Re: Hot Rocks
Look good... The textures don't fit so well, but good, I'll try


Sun Mar 30, 2008 3:05 pm
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Post Re: Hot Rocks
It looks alright.

But I still hate the gold lumps.
They aren't meant to be so close together.


Sun Mar 30, 2008 3:24 pm
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Post Re: Hot Rocks
I'll DL when an official explanation is given as to what the emitters do/where they are on the map.


Tue Apr 01, 2008 10:13 pm
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Post Re: Hot Rocks
Interesting map, Dled cause I DL everything that isn't total crap. Plays kinda odd though, AI walks off map a lot, and emitters are in odd places.


Tue Apr 01, 2008 10:48 pm
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Post Re: Hot Rocks
I like this map, would work better with no X-wrapping although so it would feel like a 2 player fort map.


Wed Apr 02, 2008 1:04 am
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Post Re: Hot Rocks
I don't know if it's possible or not, but perhaps you could make the bridge out of gibs that are attached end-to-end? (Even if it won't hold much, it'd be different.) Just an idea.

I liked the theme. It gave me a different feel and design standard when making my bunker, despite the bad combination of textures. I liked the way you clumped the gold up, but you should have thrown around a random piece or two so it didn't feel rigged.
Making the bridge thin complicated things in a somewhat annoying way, and you could have made the ceiling higher up so I had a little warning before a drop ship melts/splatters/splatters a lot/splatters me all over the top. However I think the map overall was well built, and that the pit made things a little more dangerous and risky when going up close and personal.

I give this scene an 7.8 out of 10. Not bad. :)


Wed Apr 02, 2008 1:24 am
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happy carebear mom
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Post Re: Hot Rocks
The emitters: I didn't really know what to do with them, but if I didn't have them it would be just another lump of terrain pasted over an unexciting background with a custom bunkermodule bridge. If they bother you that much I can take them out.

X wrapping: I liked it better without too, but the AI hardly ever landed correctly. Something like 5/7 drops either never arrived or fell off because they tried to land too close to the edge.

Survey time: Keep the gold or slash it in favor of normal style?


Wed Apr 02, 2008 11:11 am
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Post Re: Hot Rocks
Duh102 wrote:
The emitters: I didn't really know what to do with them, but if I didn't have them it would be just another lump of terrain pasted over an unexciting background with a custom bunkermodule bridge. If they bother you that much I can take them out.

X wrapping: I liked it better without too, but the AI hardly ever landed correctly. Something like 5/7 drops either never arrived or fell off because they tried to land too close to the edge.

Survey time: Keep the gold or slash it in favor of normal style?


I see what you mean on the X-wrapping part. I guess thats what happened to all those poor AI crafts that dissappeared mysteriously on my own map too.

As for the gold, while those pockets make it more tactical, i'd still go with the old style gold.


Wed Apr 02, 2008 12:45 pm
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happy carebear mom
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Post Re: Hot Rocks
Blarg, update.
Got rid of the emitters, replaced gold scheme with stock, made the ceiling a little higher, made the bridge a tad thicker.
DL in first post.


Sun Apr 06, 2008 12:14 pm
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Post Re: Hot Rocks
Could you make the pit a little deeper please ?_?


Tue Apr 08, 2008 10:18 pm
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Post Re: Hot Rocks
Hooray for the update! This map is now one of my favorites. :D


Fri Apr 11, 2008 4:17 am
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Post Re: Hot Rocks
Update ?_?

Ohh yeah you havnt been here for a lil' while =3


Fri Apr 11, 2008 12:30 pm
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Post Re: Hot Rocks
you see how the terrain texture is... a bit obvious, remove the red rocks, but make them (and more) a terrain debris.


Tue Apr 15, 2008 12:32 am
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Post Re: Hot Rocks
I liked it. Build in some major huge base and let the air drops die...


Fri May 23, 2008 2:36 am
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