Search found 45 matches

by theothercolin
March 26th, 2008, 7:34 am
Forum: Multiplayer Development
Topic: New Way to paste maps?
Replies: 1
Views: 787

New Way to paste maps?

I know there used to be a way to post maps so they are visible in the forums, but I have noticed recently that there is no longer a way to post, at least the new version 1.4's maps. I was just wondering if thats fixed, and if not, how can I post up some maps I made for critique?
by theothercolin
May 16th, 2007, 11:44 pm
Forum: Users’ Forum
Topic: Screenshots and Artwork
Replies: 2
Views: 923

Right, thanks. Got 5 backgrounds from there...didnt wanna use too many old ones. Got the main screen, and intro backgrounds now. Could use some for a factions page(maybe screenshots of just one faction?, or artwork?), units page(probably something like Sgt. Groovys thread or others), and maybe a cou...
by theothercolin
May 16th, 2007, 11:24 pm
Forum: Users’ Forum
Topic: Screenshots and Artwork
Replies: 2
Views: 923

Screenshots and Artwork

Im making a Flash website for one of my school classes, and Im using it to make a "How to Play" BfW website. I was wondering if there is any links to artwork that have been submitted, clear images of screenshots(my prntscrn doesnt appear that clear), or any other cool pictures/artwork. Ive...
by theothercolin
April 30th, 2007, 4:23 am
Forum: Multiplayer Development
Topic: The Beginning of yet Another Map Pack
Replies: 4
Views: 1777

Thanks everyone for the replies. I pretty much agree with all your replies. Dieagonal is my favorite, although I noticed, only a 6 move leader can make it to the 'side' keeps in two turns. But, generally the front keep is a smarter move for the first turns, and you can get a village if you move towa...
by theothercolin
April 27th, 2007, 11:23 pm
Forum: Multiplayer Development
Topic: The Beginning of yet Another Map Pack
Replies: 4
Views: 1777

The Beginning of yet Another Map Pack

All maps are v1.2. Dieagonal [map] 1CkksckkgfgggghTkffw RgCCkkcskRRtgRR\sghw RgggQRk//skkRscgRRgg RRggRgRvkkcckggggRtg vRgtRgggggkKdggggRgg gRggRggggkcQgCggRfgg ggRKRghfgkskQgggRhhg gggCRfhmggksckgfRggg gqCRRRggggkkkckhRRLk wd|kkkRRggkskJkds|sG ww\\hkRgRRmdZdkTdGhG wkwY\\RgaRkckkkGhGTG wkkGwkRRgRkkk...
by theothercolin
April 22nd, 2007, 2:35 am
Forum: Multiplayer Development
Topic: Jungle Island (multiplayer map)
Replies: 14
Views: 3928

Unless you were the super-experienced player to be playing rebels and have lost, then that doesnt mean much. Regardless, there doesnt seem to be many hillls in the sides of the maps weakening dwarves. Looks like a decent map though, seems flyers would rule and Drakes would have a slight advantage.
by theothercolin
April 22nd, 2007, 2:29 am
Forum: Multiplayer Development
Topic: New Multiplayer map needs evalutation
Replies: 3
Views: 1490

Def. unbalanced. No forest on the bottom half, lots on the top and right side The snow slows down only player two and no one else suffers that disadvantage. I guess although there is no villages to take it doesnt matter that much, I think Id have to play it to test it any. I like the concept though.
by theothercolin
April 22nd, 2007, 2:15 am
Forum: Multiplayer Development
Topic: Clonkinator's lil' map pack
Replies: 6
Views: 2463

Some hills in the middle of Rush are needed. In Bases, maybe an easier way for water units to make it to a combatable area? Some ford in place of grass somewhere. Other than that loks pretty fun. Good maps.
by theothercolin
April 22nd, 2007, 1:53 am
Forum: Multiplayer Development
Topic: Underworld, my 9th map.
Replies: 13
Views: 4470

Good job changing that up, for smaller maps, IMO thats one of the key points to keeping things even, so player 1 cant take advantage of anything and personally, I dont think it looks bad at all. Im also a fan of water castle specifically in areas with water, allowing for more fair combat in the area...
by theothercolin
April 21st, 2007, 6:23 pm
Forum: Multiplayer Development
Topic: Clonkinator's lil' map pack
Replies: 6
Views: 2463

You should put up map images on the forum, instead of making people download the pack, you will get more responses that way. Kinda like saying what kind of version it is. :D
by theothercolin
April 21st, 2007, 4:42 pm
Forum: Multiplayer Development
Topic: Underworld, my 9th map.
Replies: 13
Views: 4470

You seem to have gotten down the village spacing now, which is good. This map doesnt look real bad, seems fine to me. Looks pretty fun to play, another solid map. :lol:
by theothercolin
April 19th, 2007, 1:00 am
Forum: Multiplayer Development
Topic: 2v2- Severed.
Replies: 7
Views: 2516

I had an idea similar to this, but almost in reverse. I think Im gonna try and test that out. It seems like a good concept overall, and I dont think it will be that easy to defend with the villages in the center sides 11,23 7,25 and the mirrors of those seem to incite combat in my opinion, especiall...
by theothercolin
April 18th, 2007, 11:15 pm
Forum: Multiplayer Development
Topic: Split Second
Replies: 4
Views: 1724

@Clonkinator Sorry, forgot about that. Its v1.2. @Doc I didnt notice before that the lava did that :shock: and now its been changed to all chasm. Taking some from Docs words, some from limited testing and other things I noticed, there are a few changes I have made. One in particular is the use of th...
by theothercolin
April 14th, 2007, 5:42 pm
Forum: Multiplayer Development
Topic: my 7th map- Chilled Caves
Replies: 18
Views: 5092

I agreed with Doc right off the bat, the thing looks nice Ill admit. But I noticed the first turn advantage right away too, but I think you fixed that and if thats the case looks good, and I definately agree with the use of cave wall/impassable to lengthen, inhibit, whatever the movement and to make...
by theothercolin
April 14th, 2007, 5:39 pm
Forum: Multiplayer Development
Topic: Split Second
Replies: 4
Views: 1724

Split Second

[map] gggggggtgggggtggggggg [[gvgRRgRRWRRgRRgtg[[ ]RRRRXXWWKWKWWXXRRRR] RoWWXWWKo1o4oKWWXWWgR RKXXWRRgRkWkRgggWXXKR RooRRgggRkWkRghgggooR RRRgRgggYkWkYRfhggKgR gtggtggfgkWkkhRRggggR gRghggmTTkWkkkT]RRgRt hRfWgThhkkkkTkWWp[RRg frh]WWkkkkmkkhkTWWhrf grrrp[WkTkkkkhTgghfrh tgggrrThkkWkTfmggggvg rggggfrr...