QUOTE(CheatEnabled @ Jan 8 2007, 01:24 PM)
This is just something minor, but as for the Guardian, it is more powerful than any other unit, even the battlecruiser. It might only be beaten by the nuke. To destroy your opponent's base, all the parts you need are shield armour, and 1 guardian. As it has more range than any missile turret, you can take out any unit you can find, while deflecting damage with your shield. Because the map is big, opposing mechs don't reach you before you have destroyed your opponent's base. I would reccomend either changing the guardian with a hero mutalisk, or making the map smaller.
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The guardians might be a bit powerful, yes. They're ground only though so I wanted them to be worth their cost (you can't use them in mech battles except as meat shields or against the rare unarmored ground cockpit). Perhaps they take a bit too much work out of siege, though.
I'll probably buff defenses or nerf guards soon. I actually
want defenses to be vulnerable, though, but not tissue paper.
QUOTE(Bioject @ Jan 8 2007, 02:38 PM)
Relax I said I was done, anyways if you had any respect at all for mappers, it would be of their originality. Wich I has much of, and you can count of seeing my maps being copied. can you say the same about yours? You may or may not care if your stuff is copied, but this actualy means alot. But yeah i'm sorry for being an ass.
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Most people create out of ego. If I were to do that I'd have ended up making nothing but derivative bounds, defenses, rpgs, madness, etc. Chances are if I'd done a proportionate number of those types of maps to what I've done now at least one of them would end up being copied.
However I've often questioned the philosophy of creating out of ego alone (self) vs. not. What I'm concluding (and only recently) is that
nothing we do is truly selfless really, but putting aside a certain amount of instant gratification to expand on a general level (notice the vast majority of my maps are concept/experiment stuff) improves the quality of things around you. That's what my real goal is.
However, I'm starting to ask now what quality is to the mapping community if there's barely anyone in it to appreciate it. That's why with Rush and MechnoGears I'm starting to shift away from concept/experiment and make something that's actually playable. Rush almost hit the mark, and MechnoGears is not there yet too, obviously, but damned if for all the time I've spent here I'm gonna do anything less than perfect. On principle though I refuse to do anything that doesn't achieve some kind of new ground. Hopefully this time not at the expense of popularity, though.
Now, about that lag fix...