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Agent's Collection of maps! Updated 19/04/2014
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KamikazeCommando Offline
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Post: #51
Re: Agent10361's Maps

maybe let a rope hang down from the floating island?
06-25-2011 12:33 PM
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Agent10361 Offline
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Post: #52
Re: Agent10361's Maps

I'll see if I can make that happen Commando.
06-25-2011 02:04 PM
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Tyrus99 Offline
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Post: #53
Re: Agent10361's Maps

if it is a sandbox map you should make the map a lot wider than it is
because right now the map is only big enough for a 1v1v1
06-25-2011 02:06 PM
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Agent10361 Offline
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Post: #54
Re: Agent10361's Maps

Alright.
06-25-2011 08:17 PM
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SuperChocobo Offline
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Post: #55
Re: Agent10361's Maps

Blood is cliché and looks incredibly stupid, especially on the bottom of that floating island. I suggest removing it.
06-25-2011 10:35 PM
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Agent10361 Offline
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Post: #56
Re: Agent10361's Maps

okey.
06-26-2011 01:08 AM
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Agent10361 Offline
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Post: #57
Re: Agent10361's Maps

Decided to bump the Maps board with some updates on my sandbox and a new map.
[Image: 56dc73e3bd.png]
Need some suggestions for this map, far from done.
[Image: 6ccc667ed0.png]
Added interior detail, stuff that I forgot and too lazy to try to remember.
07-14-2011 11:12 PM
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Agent10361 Offline
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Post: #58
Re: Agent10361's Maps

Updated mountain sandbox.
-Floating cave added
09-16-2011 09:42 PM
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Agent10361 Offline
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Post: #59
Re: Agent10361's Maps

New map!
[Image: 684a16b8db.png]
-Golf bag
-Golf cart
-Flag
-Sand bunker
-Golf Balls

what'd I miss? C&C please.
09-16-2011 10:17 PM
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Tyrannosaurus_Tux Offline
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Post: #60
Re: Agent10361's Maps

put an unexploded shell somewhere in there. also smooth out the terrain.
Otherwise alrighrt. :)

Sometimes I do other things but mostly lurk.
[Image: c6M64dg.png]
09-19-2011 03:13 PM
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Creeding Offline
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Post: #61
Re: Agent10361's Maps

I can tell your improving Agent.

A word of advice, try using a less aggressive and vibrant color scheme.

Also, I doubt grass goes that deep underground on your golf map. Try a layer of dirt under some grass instead.

[center][Image: NT1.png]<br /><br />[Image: NT210.png]<br /><br />[Image: NT34.png]<br />[/center]
11-16-2011 04:19 PM
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GunnerKillerJ Offline
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Post: #62
Re: Agent10361's Maps

Try making some obstacles in this map :

[Image: a1af4b3b51.png]

anyway its really flat make some rocks or hills

Grin
01-31-2012 01:04 PM
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The-Cod Offline
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Post: #63
Re: Agent10361's Maps

You might also want to think about making the ground deeper. Add some caves mayber. (everyone loves caves)

On the other hand this map is meant for open firefights like you said.

OOOO i got one, maybe add like a hovering base overhead so that the troops drop down like section 8.

You have severed our détente and forced me to unleash upon you the vengeful flames of a thousand suns. You shall curse your mothers for the day of your birth. So, go now, go, and begin your life of fear, knowing that when you least expect it, the looming sword of Damocles will crash down upon you, cleaving you in twain and as you gaze upon the smoking wreckage that was once your life, you will regret the day you crossed the WRONG FISH!!
02-01-2012 12:35 AM
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DannyBoyYeh Offline
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Post: #64
Re: Agent10361's Maps

(07-14-2011 11:12 PM)Agent10361 link Wrote:[Image: 56dc73e3bd.png]

The backgrounds is very unsightly. Try smoothing it out and making less hills/mountains. The foreground is extremely boring. Add some wreckage, abandoned buildings, deactivated stationary turrets; anything to spice the map up. As it stands it is also very simple. Armies would march at eachother, fire and have nowhere else to go. Add alternative routes like small spiderholes/caves for flanking. Add interesting landmarks to make your map stand out.
02-01-2012 02:31 AM
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Jafhar Offline
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Post: #65
Re: Agent10361's Maps

You'd think that if you made it bigger and keep it flat, with the exception of a hill at each and and a landmark in the middle, it will be useful.

Also, to do that it would be nice if you extend the ground a little bit to make room for tunnels and extend the sky hugely for air battles.
Big varied futuristic army battles would be amazing.

SPRITE FASTER, COLOUR HARDER, PARTICLE OSCILLATE WITH AGILITY.
(This post was last modified: 02-01-2012 02:38 AM by Jafhar.)
02-01-2012 02:34 AM
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Agent10361 Offline
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Post: #66
Re: Agent10361's Maps

Bump-Date! C&C on the Updated, and new maps. Could also use a few ideas for maps if you got any.
08-22-2012 09:24 PM
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Jafhar Offline
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Post: #67
Re: Agent10361's Maps

MAP IDEA!

[Image: 21859d2c48.png]

SPRITE FASTER, COLOUR HARDER, PARTICLE OSCILLATE WITH AGILITY.
08-22-2012 10:10 PM
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Metal Chao Offline
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Post: #68
Re: Agent10361's Maps

What's with the shading?
Shading the ground is a bad idea because you've made it look 3D when it is not going to be 3D

I mean for an example that's fine but I don't know why you'd shade it there either :P
08-22-2012 10:27 PM
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Agent10361 Offline
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Post: #69
Re: Agent10361's Maps

@Chao I think those are caves... Unless you meant the rock...

@Jafhar Thanks, you'll see a (hopefully better than now) map in a while.
08-22-2012 10:41 PM
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Jafhar Offline
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Post: #70
Re: Agent10361's Maps

I was actually going to make it 3d :P
It wasn't really for pw, just a drawing.

SPRITE FASTER, COLOUR HARDER, PARTICLE OSCILLATE WITH AGILITY.
08-23-2012 04:03 AM
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Xron Offline
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Post: #71
Re: Agent10361's Maps

I say make it 3D, if you pull it off it will look good. But just be sure to not have things where people are playing.

Spoiler :
[Image: iwKhUHIyGt1p1.gif]
08-23-2012 11:15 PM
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Agent10361 Offline
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Post: #72
Re: IDF Informative Center Section 3

Updated my maps again, I also modified Jafhars 3D attempt. C&C, please? Also, any ideas are welcome.
09-23-2012 10:09 PM
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Metal Chao Offline
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Post: #73
Re: IDF Informative Center Section 3

Far, far too many rocks on PW_Island
09-23-2012 10:12 PM
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Agent10361 Offline
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Post: #74
Re: IDF Informative Center Section 3

Changed amount of rocks, and added a new map.
09-24-2012 12:28 AM
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Gallifrey Offline
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Post: #75
Re: IDF Informative Center Section 3

Still a LOT of rocks.

Also, add an elevator on the moon. And some air locks. And a mech suit. And ALIENS EVERYWHERE (Kidding).
09-24-2012 03:04 AM
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