Very simple question! [SOLVED]
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- newguy99
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Very simple question! [SOLVED]
My map is almost ready for release so I put this poll to help me get some ideas for final touches to put into it!
P.S. please post comments if you have anything to say about releasing, finnishing/polishing, or additions to make a map final!
and yes I have looked at the [What makes a map to be called "final"] thread!
P.S. please post comments if you have anything to say about releasing, finnishing/polishing, or additions to make a map final!
and yes I have looked at the [What makes a map to be called "final"] thread!
Last edited by newguy99 on Tue Jun 16, 2009 8:14 pm, edited 6 times in total.
- Nihillo
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Re: Very simple question!
I voted A.
Both of your ideas are creative, but I prefer the first one, I want to see a different Geonosis map.
(Even though I can't play it because it is SWBF1)
Both of your ideas are creative, but I prefer the first one, I want to see a different Geonosis map.
(Even though I can't play it because it is SWBF1)
- newguy99
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Re: Very simple question!
I have a question, should I leave the geonosis sky or should I put in the Bespin sky which could help add a different look to the map?
p.s. also should I do any "Sides" changes like some moded units or should I leave it plain and simple=small download?
p.s. also should I do any "Sides" changes like some moded units or should I leave it plain and simple=small download?
- EA711
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Re: Very simple question!
I do not like sides that come with maps because I have my own sides.
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MileHighGuy
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Re: Very simple question!
i think you should leave the sides alone because it is best to learn mapping before sides
- newguy99
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Re: Very simple question!
Yea I would agree about sides I'm not very good at modding so getting into side modding is hard!
I'll save it for another map.
I'll save it for another map.
- EA711
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Re: Very simple question!
My answer to your new poll question is non of them. A good map is well placed cp's, what I mean by that is on some maps the enemy captures all your cp's to easily or the cp's are too far apart for a good bit of action, or cp's that are grouped to closely together and therefore impossible to capture. Big maps are a bad idea if a map is bigger than tatooine dune sea it is too big (in my opinion), no one likes to trek across a battlefield for half the game. Big reinforcement counts are also a bad idea they make a battle drag. Every one likes a good looking map and props are a good thing, a few hills with a grass texture is not pleasing to the eye, vary your textures add defferent shades and textures have them overlap. With props try not to recycle props (reskining the default ones) there are many cool props out there if you can't find something ask gt gtpwn . Not all maps are good with vehicles because for example on small maps were if you add something like a aat tank, if you are not in the aat tank you get slaughtered and that is not fun
. In short a good map is: fun to play, creative and original, balanced, good to look at and not glitchy.
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Ty294
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Re: Very simple question!
For me, the units make the map.
Sorry but I always look at custom sides first, map second.
- Jendo7
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Re: Very simple question!
In my opinion, if the map isn't fun i.e. good action and well thought out planning, then the quality of the map is wasted.
- newguy99
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Re: Very simple question!
Thanks for the replys guys!
I'll be doing my best to incorporate that kind of good planing and good action into my map!
Oh anyone know why a few, not all, just a few of the props in my map are reversed 180 when I compile the map and play?
Happened in one of my first test maps two
I'll be doing my best to incorporate that kind of good planing and good action into my map!
Oh anyone know why a few, not all, just a few of the props in my map are reversed 180 when I compile the map and play?
Happened in one of my first test maps two
