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1 |
@[GBC]1v0ry_k1ng
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1 |
[quote]water porc map nuuuu[/quote]
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2 |
[quote]water porc map nuuuu[/quote]
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2 |
In
that
case
the
offender
is
Defender
and
to
a
lesser
extend
Urchin,
not
this
map.
Oh
and
perhaps
10v10s,
not
sure.
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3 |
In
that
case
the
offender
is
Defender
(
hue)
and
to
a
lesser
extend
Urchin,
not
this
map.
Oh
and
perhaps
10v10s,
not
sure.
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4 |
\n
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3 |
\n
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5 |
\n
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6 |
@Orfelius
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4 |
[quote]Skasi you live in the past.[/quote]
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7 |
[quote]Skasi you live in the past.[/quote]
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5 |
Wut? No. I live in the now. TitanDuel has not been updated since.
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8 |
Wut? No. I live in the now. TitanDuel has not been updated since.
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6 |
\n
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9 |
\n
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7 |
[quote]What is so 'interesting' about this map then?[/quote]
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10 |
[quote]What is so 'interesting' about this map then?[/quote]
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8 |
The "swamp like" heightmap and more specifically the combination of heightmap and map size. I can't think of any map that is similar to indonesia. [url=http://zero-k.info/Maps/Detail/7296]Cull[/url] might come a tiny bit close, but it still plays very different.
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The "swamp like" heightmap and more specifically the combination of heightmap and map size. I can't think of any map that is similar to indonesia. [url=http://zero-k.info/Maps/Detail/7296]Cull[/url] might come a tiny bit close, but it still plays very different.
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\n
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12 |
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[quote]It forces you to use amphs only because hover pathing is so gebroked.[/quote] See: [quote]Just needs a few of the sharp heightmap edges smoothed for them to be properly pathable for hovers.[/quote]
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13 |
[quote]It forces you to use amphs only because hover pathing is so gebroked.[/quote] See: [quote]Just needs a few of the sharp heightmap edges smoothed for them to be properly pathable for hovers.[/quote]
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