Map "BfPW - Holy City"

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AnthonyCole
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Map "BfPW - Holy City"

Post by AnthonyCole » Fri Feb 24, 2012 13:38 pm

This weekend there will be a test preview of my new BfPW map. It is NOT like BfPW - Highland (BfPW is only the term for my PW-Funmaps)

Anyone interested add me in xfire "xanthonycolex"

You need CEP to play it:
http://para-welt.com/cep

Note: This map only runs with the CEP. That's why it is already included there. So just install CEP, start it, and play! ^^

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Triceratops
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Re: BfPW - Holy City

Post by Triceratops » Fri Feb 24, 2012 13:44 pm

Okay great! I'll participate

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MrMorgana
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Re: BfPW - Holy City

Post by MrMorgana » Fri Feb 24, 2012 23:06 pm

really great news :D
The Dustriders are nomads, who endlessly roam the parallel world with their tamed dinosaurs, which they use both as riding animals and as powerfull combat units, designed to strike fear into the hearts of their enemies.
Feel the power as you destroy enemy after enemy using the T-Rex Titan, the king of dinosaurs!

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AnthonyCole
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Re: BfPW - Holy City

Post by AnthonyCole » Sat Feb 25, 2012 0:52 am

That means... you participate too? ^^

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Anakey
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Re: BfPW - Holy City

Post by Anakey » Sun Feb 26, 2012 21:53 pm

From what little testing i have done on the map, i can see so far quite a big flaw in the game design. By having the different flags give different amounts of points it means that whover has the base closer to the flag that is giving the most points it will be easier for that player to supply the point with new units when they respawn. For those with the bases on teh other side of the map, it will be much harder to control the base as the reinforcements will be so far away. The easiest way to remedy this would be to have each point give the same gold or for the amount of gold given at points to rotate so that at some point in the game all the flags will give ouit the highest amount of points.
Image

Thanks to Henry for making the animation

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AnthonyCole
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Re: BfPW - Holy City

Post by AnthonyCole » Mon Feb 27, 2012 0:46 am

I tried to balance this by spawning the more dangerous dinos at the better flags, also the "good" flags are more central, which means players from all sides can attack.

If you get attacked by 2 armys simultaneously, you can't hold a flag. Or if one attacks you and the other one kills your new units.

Also, players could let less experienced users take the positions closer to the good flags, but all in all, it should be balanced... well it never completely is of cause. But being aggressive in this map helps a lot ^^

I will make a fixed version really soon, including
- Fixed IdiObjs (should reduce lag much!)
- Smaller range of towers
- Perhaps a fix so the game allows you to save BfPW replays (it currently does not)

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Triceratops
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Re: BfPW - Holy City

Post by Triceratops » Mon Feb 27, 2012 16:54 pm

- Smaller range of towers
Good idea

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AnthonyCole
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Re: BfPW - Holy City

Post by AnthonyCole » Mon Feb 27, 2012 19:47 pm

Hotfix version for CEP available:

http://para-welt.com/main/ayce/holycitypreview.zip

please read WICHTIG.txt, or, in other words:

there are files in there which have to be placed at certain locations.

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timopw
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Re: BfPW - Holy City

Post by timopw » Tue Feb 28, 2012 15:36 pm

This map is very good. I have a proplem, becouse I played this map (4on4) is that's right or wrong?
Map gewerten mit Punkte:
0-1 = sehr schlecht
2 = schlecht
3 = gut
4-5 und hoher = sehr gut

mfg timopw

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AnthonyCole
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Re: BfPW - Holy City

Post by AnthonyCole » Tue Feb 28, 2012 17:18 pm

you should play it all vs all

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timopw
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Re: BfPW - Holy City

Post by timopw » Tue Feb 28, 2012 18:20 pm

Why play all against all? (8vs8)

Warum spielen ihr alle gegen alle? (8vs8)
Map gewerten mit Punkte:
0-1 = sehr schlecht
2 = schlecht
3 = gut
4-5 und hoher = sehr gut

mfg timopw

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Triceratops
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Re: BfPW - Holy City

Post by Triceratops » Tue Feb 28, 2012 19:59 pm

In diesem Modus ist jeder an einer möglichst großen Beute interessiert. Wer zuerst 5000 Gold erräubert hat, ist Sieger der Runde

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