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Re: MegaMap Project 2
PostPosted: 01 May 2014, 07:05
by kocsis1david
I would make 16 and 17
Re: MegaMap Project 2
PostPosted: 01 May 2014, 08:30
by thunder
That river is on the top is cool:) If the missed part of that river be finished well then this huge map seems will be good for a top vs bottom fight. 5-6entrances, fake bridges, gates are there. GG guys!:)
The global pictures of the huge maps are awsome:)
Re: MegaMap Project 2
PostPosted: 04 May 2014, 11:08
by kocsis1david
I have made that two part. Have you found anyone to help?
Re: MegaMap Project 2
PostPosted: 13 May 2014, 15:36
by woloszek
No bad David, but look at the top of map. Terrain is closed (i think about economy) beetwen players 12 and 56, so it should be similar on down, don't you think?
Maybe these "snowdrifts" could be "can'tbuild"? Then will be better imo.
Re: MegaMap Project 2
PostPosted: 13 May 2014, 17:38
by kocsis1david
I don't understand what you mean by closed.
Snowdrifts are in the top of fighting zone 1? Or the other small snow hill? I think only the obvious places should be marked with can't build, because it could be annoying if you are figthing and you think it is walkable.
Re: MegaMap Project 2
PostPosted: 13 May 2014, 18:08
by woloszek
yes you have right, but what will be when we want play top vs down? On down players will have more space to economy, especially that down locs have small entrances..and whole army will be concentrated in the middle
( I know that now loc 67 have too less space for building- needed fixes).
Re: MegaMap Project 2
PostPosted: 13 May 2014, 18:25
by kocsis1david
South locations are really hard to attack, because of small entrances, it should be much more open. There are many zones that needs fixing. But I would suggest to finish the fighting zones first.
Re: MegaMap Project 2
PostPosted: 25 Jan 2017, 16:47
by woloszek
Hello everyone!!
I decided to finish our joint work! I fixed some bugs, and I think that everything is ok. What is needed is only a few games to test everything. Do you have any ideas for a different name than the megamap2?
Link to download on the 1st post!
Have fun!!!
Re: MegaMap Project 2
PostPosted: 25 Jan 2017, 19:58
by Rey
Nice map )
The funniest thing I found on it is that starting positions for labourers and serf are all different for almost all locs! But 2nd and 5th loc have the same positions for them - please fix it! They all must be unique
Re: MegaMap Project 2
PostPosted: 25 Jan 2017, 21:32
by woloszek
Thanks Rey for respond!!
I didnt think that this was big problem, but I fixed it.
Re: MegaMap Project 2
PostPosted: 30 Jan 2017, 15:46
by woloszek
In the first post you can see how megamap2 looks
Re: MegaMap Project 2
PostPosted: 31 Jan 2017, 10:15
by Jeronimo
This brings back some memories!
Who made that imba obtuse angle forest in top center?
Map Title: Unholy Ziggurat
Description: Ziggurats were massive structures built in ancient Mesopotamia and the western Iranian plateau. They had the form of a terraced step pyramid and supported a shrine for sacred marriage and the central rite of the great new year festival.
But our Ziggurat is somehow different... built upon a glacial location, it's rumoured that an unrecognized Evil lies dormant beneath its platform... I'm so s-scared I can't continue this d-description...
Re: MegaMap Project 2
PostPosted: 31 Jan 2017, 12:19
by woloszek
Thanks Jeronimo for your proposition! Who else? After few tests i will put the newest version of this map (i think it takes 2-3 days).
(About this forest I think you know this person Jeronimo
)
Re: MegaMap Project 2
PostPosted: 13 Feb 2017, 21:28
by woloszek
The newest version (the last) of megamap 2 you can download from first post