Worldbuilding with WhiteFlash
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By the way, the table of contents is so long that it doesn't fully display and it doesn't scroll down.
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By the way, the table of contents is so long that it doesn't fully display and it doesn't scroll down.
Yep, we're aware. Trying to get a coder to take a look at it.
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Can't wait to see the maps the community will pump out! Let me know if you mappers ever need help testing. I will be more than happy to contribute.
Posts: 92
i hope for some good maps
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thanks for taking the time to do this Flash
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Oh and thanks for using my pro screenshots ^^
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I feel like Relic is trying to pawn off these maps as "hybrids" to make up for the real lack of competition maps and map diversity. Clearly they've poured tons of resources into ToW DLC. I hope that ToW makes money and those resources can be put back into the competitive scene, which at the moment is gasping for breath. I'd love to see these hybrids reverted to straight 1v1 and 2v2 maps as other maps are released, which would be a great PR move.
How could we host a Sunday Night Fights season right now? What would the map list be? The only viable maps for 1v1 competition are Kholodny Summer and Kholodny Winter. I wouldn't want to host an 11 week season of Best-of-3s and Best-of-5's on two versions of one map.
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Yes the hybrid maps idea is actually great...for basic matches. Its a fun idea to have any map playable with any number of players, don't take that away.
BUT focusing on the competitive scene means narrowing your design standards to commit to a hyper balanced, fun, and interesting map.
When a map is made and put in automatch rotation, the automatch needs to recognize which maps SHOULD be in automatch and which maps should be discarded from the rotation. An example would be Ferma 2v2...a 2v2 version of that map in basic is fine, but it should not be in automatch.
I think that Relic may be experimenting, which is okay I guess, but if they want to get serious about the competitive scene the rotation needs to be cared for and highlighted as an important feature that is monitored, improved and backed up with oversight to keep the map list sensible. Oh...and an awesome ladder system.
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The Worldbuilder group will be responsible for the top user-made maps when Relic releases the Worldbuilder. I'm confident in your abilities, mine, as well as many other map makers that the river of maps will flow unto the COH community (in quantity, but more importantly, quality).
I'm really looking forward to start working on maps with you and the rest of the community.
GUIDE CATEGORIES
TABLE OF CONTENTS
- A Message From WhiteFlash
- Map Size, Base Placement, and Sectors
- Number Of Players
- Size
- Initial Base Placement
- Base Call-in Locations
- Base Entrances/Exits
- Fixed Position Base Design
- Overall Flow Layout
- Sector Layout
- Cutoffs
- Resources
- VP Placement
- Pathing, Vaulting, and True Sight
- Cover
- Terrain and Buildings
- Elevation Changes
- Water
- Bridges
- Ice
- Snow
- High Walls and Hedgerows
- Building General
- Building Entrances/Exits
- Building Firing Positions
- Units Range
- Art Direction and Tactical Map
- Having Fun and Getting Feedback
- Conclusion