Terrain Ideas

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Neco
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Terrain Ideas

Postby Neco » Thu Dec 25, 2014 11:14 pm

From time to time I'll post a terrain-only version of the map that you're welcome to edit in the World Editor.

Feel free to post ideas and findings in the form of images here! Comment on others creations if you wish as well.
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Island Defense 4.0.0.0104 Beta Terrain.w3x
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Island Defense 4.0.0.0096b Terrain.w3x
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Re: [4.0.0] Terrain Suggestions

Postby Dehumanchum » Sun Dec 28, 2014 2:04 pm

I was able to rework the bottom portion of the map. The double base there was old and was never really used to often to base so I made it into smaller lumber base zones. Also added a completely new base down there.

The base can hold 42 towers if using standard walling room for rc/merch and arc.

if picture is hard to see here is link http://i.imgur.com/OlMV2RN.jpg

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Re: [4.0.0] Terrain Suggestions

Postby Tedro32 » Sun Dec 28, 2014 10:53 pm

Dehumanchum can u make another print, showing top right side to see below the windom?. i dont know if bottom right is a base or not.

Also, nice work i liked that bottom side with water. and i like that new base!

The new small island sorrounded with water, where it was the old fun base, could be like the one near mid left base in higher ground (Where faerie can blink and make shelters).

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Re: [4.0.0] Terrain Suggestions

Postby Dehumanchum » Sun Dec 28, 2014 11:37 pm

Neco has made changes to bottom right on his version i just edited the bottom middle.

Thank you.

There is already place for him to blink to... its highly visible and nukeable though.

Also were titan used to be abke to nuke were the old double base is i put a builder escape.

If you zoom in amd look closer you can find a couple of seeds for nat and rad.

Im in vegas until late Tuesday but when i get back ill upload more possible changes.

Keep in mind neco has final say on what terrain gets added.

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Re: [4.0.0] Terrain Suggestions

Postby Dehumanchum » Tue Jan 13, 2015 8:17 am

Some idea's I had in regard to a conversation between Neco and I.

I made a change in where the titan will be selecting his hero and moved it else where. In it's place is a medium base that can hold 6 food sources, two 2x2 (rc and merch) and your arc along with 42 towers with traditional walling.

First one is with grid and pathing second one is with neither.

Image
Image

Second change was making Euro into a double base using tree's

Image
Image

Third change is new titan location to pick.

Image
Image

In case images are not showing up here are the direct links

Base
http://i.imgur.com/fkSHBH7.png
http://i.imgur.com/cmPrMRI.png

Euro
http://i.imgur.com/X1DNy8G.png
http://i.imgur.com/w6V6MB2.png

Titan selection
http://i.imgur.com/vgoayT4.png
http://i.imgur.com/VZebA5c.png
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Re: [4.0.0] Terrain Suggestions

Postby Haunt » Tue Jan 13, 2015 9:06 am

So basically euro is useless unless you got a friend.

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Re: [4.0.0] Terrain Suggestions

Postby Dehumanchum » Tue Jan 13, 2015 9:12 am

Nah I hate that design of euro. was just seeing how you guys felt about it.
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Re: [4.0.0] Terrain Suggestions

Postby Merex » Tue Jan 13, 2015 12:54 pm

I like the base (first 2 links) but seems a bit nukable from each angle.
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Re: [4.0.0] Terrain Suggestions

Postby Lynx » Tue Jan 13, 2015 1:05 pm

The thing with 2 openings to a base is that they usually have a large place to lumber. That base had none.
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Re: [4.0.0] Terrain Suggestions

Postby Dehumanchum » Tue Jan 13, 2015 8:00 pm

J4zZm4N wrote:I like the base (first 2 links) but seems a bit nukable from each angle.


The location is like that naturally if I were to close off lets say the left nuke area then that would be an unnukeable worker area giving the titan a disadvantage. But I could probably remove the bottom nuking area and remove those tree's in the base so there can be extra room for support structures.

I removed some of the bottom tree's in base and added some on the outside of base to make it less nukeable.

Image
Image

As before if images aren't working or your getting ent image proxy error here are direct links.
http://i.imgur.com/5TMYWEy.png
http://i.imgur.com/nYHLthx.png
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Re: [4.0.0] Terrain Suggestions

Postby Merex » Tue Jan 13, 2015 8:20 pm

I like it, @Neco make happen pls
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Re: [4.0.0] Terrain Suggestions

Postby Dehumanchum » Tue Jan 13, 2015 8:36 pm

@j4zzm4n I already know he likes it, he'll probably make titan selection a trigger based thing like the builders.

Lynx wrote:The thing with 2 openings to a base is that they usually have a large place to lumber. That base had none.


The problem with that is euro would have to completely change cause as with all bases the titan can nuke the main worker area's and there is like one or two tree's for support that the titan can't nuke.

Edited.
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Re: [4.0.0] Terrain Suggestions

Postby aRt)Y » Wed Jan 14, 2015 7:07 am

People should remake the base above mid. Just a useless crap base which is wasting space on the map.

Why would you make euro a double base with such a bad balance? One way is barely wall-able and the towers needed to defend it are taken by fruits and other stuffs. Imo, that change aint too great.
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Re: [4.0.0] Terrain Suggestions

Postby Dehumanchum » Wed Jan 14, 2015 7:26 am

aRt)Y wrote:People should remake the base above mid. Just a useless crap base which is wasting space on the map.

Why would you make euro a double base with such a bad balance? One way is barely wall-able and the towers needed to defend it are taken by fruits and other stuffs. Imo, that change aint too great.


I'll see what I can do about sky base and as for euro... that was a drunken incident and I posted it the next day to see how you guys thought of it... really just a gag.

Edited.

Okay here was what I was able to do with sky base. I added in a potential fun base but still more of a lumber base feature.

Image
Image

Like always if your getting errors with ent proxy here are direct links
http://i.imgur.com/JB2JaAm.png
http://i.imgur.com/s8ysAtQ.png
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Re: [4.0.0] Terrain Suggestions

Postby Merex » Wed Jan 14, 2015 12:32 pm

I think making the north part of that a seed would fit better imo. Still nukable/good amount of workers. ID seems to be lacking those so another shouldn't hurt too bad. (Unless it's already a seed then discard this)
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The only problem I see is troll/goblin lovers raging hard at this change. As aRt)Y does indeed have a point and I myself never base skybase some are dedicated to it. Though the change shouldn't impact much given the recent base additions.
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