Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: bustr on February 28, 2017, 11:24:22 PM
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5. Fixed some issues with adding the Battle Ship to task groups. The Battle ship can now be either the primary ship, or work with a CV Task Force.
I have three CV groups this would fit in to and take awhile to steam into land mode range for the 16inch guns or battleship to battleship slugfest range. From my testing this thing was devastating. Three salvos took down the CV and shore battery. I think it took one or two to sink the cruiser. When Hitech fixes the terrain editor I will add it back into my gunnery terrain and update that to the custom arena host. Then I will retest the battleship to get a handle on it's destructive capabilities and how many 1000lb and cruiser salvos it takes to eliminate one.
Unless Skuzzy can post that for us.
I remember my first impressions testing it; this is going to cause alot of trouble because of it's fire power. The one saving grace is the reload takes 30sec.
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Let it go into the game and see how it plays out. If it's just outrageous then back the modeling off in it.
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Let it go into the game and see how it plays out. If it's just outrageous then back the modeling off in it.
Yep this right here....worst case scenario is if the main guns are way to over powered in the MA then they can be disabled with an arena setting...might cause some initial heart ache but I'm sure people at least want to see it in game.
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AVA staff already is gearing up for some battleship setups. the guns reload so slowly, I can't see anyone spending much time in them.
at this time we have 1 almost ready terrain, and 3 other terrains just for battleships
ive been testing the battleships, it takes 2 salvo's from one gun, to sink the boat.
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How about adding separate BB fleets with one BB a couple of CGs and DDs. Make them slightly slower than CV fleets. BBs engaging each other with CVs in formation isn't very realistic or... sane.
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keep your eyes on the AVA. we are planning those types of things. speed CANNOT be adjusted.
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(https://s-media-cache-ak0.pinimg.com/564x/36/f9/6b/36f96b7ff094043f9f61002a3f93e57f.jpg)
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How much does a Battleship weigh?
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When Hitech releases patch25 that will fix the terrain editor, I will update it into my gunnery training terrain and verify the 16in gun's max range. I may have just placed the city strat for each country a mile or two past max range for land mode. My real hope is knowing the thing is loose in the MA, hunting it down all the time and putting it on the bottom will become a national past time.
But then I did put in permanent 2000ft base cloud banks over most of the water channels to give the task forces half a chance to go be naughty.
Half the terrain in the cloud editor. All cloud systems are duplicated across the three countries. Cloud fronts over water are permanent and from testing them, you need to be very close to the task group to see it through the random cloud openings.
(https://s20.postimg.org/3o3pbnmkt/taskgrpcld.jpg)
Each country main island has a port at the top of the island as you see in this screen shot from the cloud editor. After testing for max range of the 16in gun, the task group for each of those three ports is where I will put the battleship. Guys wanting to slug it out between battleships would then know to stay in the primary water ring to hunt each other. The town will never stand a chance being pounded by the 16in batteries.
(https://s20.postimg.org/ec7gahwjx/taskgrpcld2.jpg)
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they displace anywhere from 26000 to 78000 tons.
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Bustr is the above picture a picture of your map?
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It was this morning when I opened the cloud editor to pull the screen shot to add the screen shots to this discussion about adding the new battleship to my new terrain......
(https://s20.postimg.org/oe8g807bh/mergtl09.jpg)
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How much does a Battleship weigh?
Iowa class: 45k tons regular / 52k tons wartime (extra bullets & beans)
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how much area does theses boats and task groups need to make it through a channel and not get a MA "segment touches land?"
how wide, how deep?
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:old: I HEREBY DECLARE THIS MAP "GRAPEFRUIT MA"
(https://s20.postimg.org/oe8g807bh/mergtl09.jpg)
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When I started the project 5 months ago, I needed a quick simple name so I put in "bowlma" in the terrain editor. It started out as a 25,000ft deep bowl with a center pond and three feeder rivers as country borders. I had a feeling someone would eventually call it the "grapefruit" or "citrus" map.
The original hand cut 20x20 block of land mass at the end of week one October of last year. At that point it suddenly looked like a super volcano caldera to me. If you look at the clipboard map I posted and this map, in the corners you will see some of the original design topo features.
(https://s20.postimg.org/viwx40e4t/bowlma.jpg)
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Nice work bustr :aok
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I call it spinners map. It looks like a rim with spinners.
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:old: I HEREBY DECLARE THIS MAP "GRAPEFRUIT MA"
(https://s20.postimg.org/oe8g807bh/mergtl09.jpg)
Zero doubt in my mind that you are 100% correct of what the majority will call it when they talk about this map after it is in rotation
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If I had not evolved it from the first week, you guys would be calling it the "Amoeba" or one eyed brain sucker from Antares map.
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Excited about the Battleships!
Bustr your map is looking increasingly wonderful, hope to play in it soon!
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btw buster you could try hooking 2 fleets (1 BB and One de one ca) and then another normal task group to each port.
You do that by simply making 2 field numbers, and set the data of each base ship to the port number.
HiTech
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:old: I HEREBY DECLARE THIS MAP "GRAPEFRUIT MA"
Well it is better than the "Uterus".
Bustr that is a good looking map sir! I hope it makes it into the rotation.
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I salute your efforts, great work Bustr!
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btw buster you could try hooking 2 fleets (1 BB and One de one ca) and then another normal task group to each port.
You do that by simply making 2 field numbers, and set the data of each base ship to the port number.
HiTech
You are evillllll.......
Finished testing the BB.
16in 3 gun salvo.
Max range 39,000yds - 22miles
CV - 3 salvo
Crus - 1 salvo
BB - 1 salvo
Shore Bat - 14 salvo <--- interesting
Town - 2-3 buildings and structures each salvo.
Hitech I will test your suggestion on my gunnery terrain. If I don't botch it, I see where you are going with this, you are evillll.....1 port, two task groups.
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I don't think they will be used on the terrains we have now just the new ones---the ones we have now are not big enough for a battleship and a cruiser
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Hitech,
It works like a charm, up and running on my gunnery terrain. Right now I had to make the CV the primary bridge so I could get into a hanger with manned gun options. Making the BB the primary bridge, the hanger is airspace over the water and no gun choices on a none-existent black board. I tested taking command and changing waypoints just to be sure. I'll leave it in the gunnery terrain and upload to the "Free Tab" HOST with instructions and support file link later.
You are suggesting I launch two task groups a-(CV default), b-(CV\BB\DE) from the primary island port of each country up near their HQ\city on my terrain. Ok, that will be pure evil for anyone capturing that port if they cannot find both groups to sink. And 22 mile land mode salvo's, it will be interesting.
I still have to revisit all the white rock formations once again to hand touch up the merge lines now that you clued me to Atlas1.
Updated gunnery terrain with a task group CV\BB\DE.
(https://s20.postimg.org/8a4exqxhp/BBgrp01.jpg)
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I'm being a weenie Hitech, you really did say:
btw buster you could try hooking 2 fleets (1 BB and One de one ca) and then another normal task group to each port.
All 9 ports with this combination.....you are trying to see how fast I get lynched aren't you...... :O
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we're trying to get it right. all we've managed to do is this:
(http://i706.photobucket.com/albums/ww64/captain1ma/boats_zpsyufavad9.jpg) (http://s706.photobucket.com/user/captain1ma/media/boats_zpsyufavad9.jpg.html)
yes that's 2 CA's 2 BB's and 2 DE's
(http://i706.photobucket.com/albums/ww64/captain1ma/leytegulf_zpsovqprhkf.jpg) (http://s706.photobucket.com/user/captain1ma/media/leytegulf_zpsovqprhkf.jpg.html)
clipboard map came out ok.....
(http://i706.photobucket.com/albums/ww64/captain1ma/ahss23_zpszmgf7jpz.jpg) (http://s706.photobucket.com/user/captain1ma/media/ahss23_zpszmgf7jpz.jpg.html)
in motion........
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OK,
Each ring is 22miles in radius or max range for the 16in guns. I just remembered I spent a day making sure the HQ and city for each country were just out of 16 inch range. There are shore batteries and PT spawns on the outside ring of fields and the inside ring. None in the straight runs. At least the tank island GV bases are those tiny ones that the hanger is indestructible and I've set them as un-capturable. I bet people will get real good at sinking BBs with aircraft with those slots being so narrow. Every country has three ports and Hitech wants dual task groups out of each port. Why do I feel like I just won an all expenses paid trip to hunt man eating crocks with a toothpick and bacon grease for suntan lotion?? WOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!
(https://s20.postimg.org/z989swjyl/taskgrp_BB1.jpg)
I always liked that tank town crater on the old AH2 craterMA.
(https://s20.postimg.org/3lotyecr1/Tc_St01.jpg)
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we're trying to get it right. all we've managed to do is this:
(http://i706.photobucket.com/albums/ww64/captain1ma/boats_zpsyufavad9.jpg) (http://s706.photobucket.com/user/captain1ma/media/boats_zpsyufavad9.jpg.html)
yes that's 2 CA's 2 BB's and 2 DE's
(http://i706.photobucket.com/albums/ww64/captain1ma/leytegulf_zpsovqprhkf.jpg) (http://s706.photobucket.com/user/captain1ma/media/leytegulf_zpsovqprhkf.jpg.html)
clipboard map came out ok.....
(http://i706.photobucket.com/albums/ww64/captain1ma/ahss23_zpszmgf7jpz.jpg) (http://s706.photobucket.com/user/captain1ma/media/ahss23_zpszmgf7jpz.jpg.html)
in motion........
You need a carrier as (ID-0 Object Data - "port #") because the BB has a bridge but it's hanger is over the water and no black board to select guns from. Unless you only have the group as an AI that you can set the path for by hand.
Guess Hitech needs to be bribed to give the BB a hanger for guns selection. If you have a CV and make the BB ID-0 to use it's bridge, you can select a plane from the scroller menu, no ability to change load outs, and it will launch on the carrier when you hit the H button. Guess that is why Hitech said CV\BB\DE.
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thanks bustr!
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Atlas1 merge.
Before: merge out of sync.
(https://s20.postimg.org/uwix1ypzh/mergtl12.jpg)
After: Atlas1 tile blends heavy line.
(https://s20.postimg.org/qbwqn16a5/mergtl13.jpg)
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the biggest problem with the battleships is the fact that as the boats turn, they pile up on each other in the hanger.
in other words, when you go in the hanger to chose a gun, theres a big mishmash of gun positions, and all the boats are on top of each other rather then spread out on the black board. this makes it hard to get into a gun, or even identify the guns themselves.
if you do what I did, with 2 bb's, 2 CA's and 2 DD's, when the boats turn south not only do the boats pile up, but its almost impossible to find particular guns be it in the DD or the BB's.
Hopefully HTC will find some time to look at it, as I'm going to run Leyte gulf in the AVA and might have to limit everything to just 1 BB as opposed to a BB task group.
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Buster if you make the bb the lead ship, you need to add a hangar (hgr1) and brief in a remote spot on the terrain.
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When Hitech releases patch25 that will fix the terrain editor, I will update it into my gunnery training terrain and verify the 16in gun's max range. I may have just placed the city strat for each country a mile or two past max range for land mode. My real hope is knowing the thing is loose in the MA, hunting it down all the time and putting it on the bottom will become a national past time.
But then I did put in permanent 2000ft base cloud banks over most of the water channels to give the task forces half a chance to go be naughty.
Half the terrain in the cloud editor. All cloud systems are duplicated across the three countries. Cloud fronts over water are permanent and from testing them, you need to be very close to the task group to see it through the random cloud openings.
(https://s20.postimg.org/3o3pbnmkt/taskgrpcld.jpg)
Each country main island has a port at the top of the island as you see in this screen shot from the cloud editor. After testing for max range of the 16in gun, the task group for each of those three ports is where I will put the battleship. Guys wanting to slug it out between battleships would then know to stay in the primary water ring to hunt each other. The town will never stand a chance being pounded by the 16in batteries.
(https://s20.postimg.org/ec7gahwjx/taskgrpcld2.jpg)
Still would love to see a Wheel of Fortune layout. Alternate countries each spoke. That could be chaos. :banana:
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Buster if you make the bb the lead ship, you need to add a hangar (hgr1) and brief in a remote spot on the terrain.
One more time onto my gunnery terrain........ :O
And don't forget the map room for that task group.
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TaskGrpBB - BB\CV\DE
Add all three together make the BB (ID-0 Object Data - "port #").
Add a maproom and a hanger for the BB.
Add CV and DE as ID-1 and 2.
Then ask Hitech to fix the blackboard in the BB, a deck hand musta gotten into the rum and drew on the chalk board.
Blackboard in the BB hanger selecting guns.
(https://s20.postimg.org/5tbhsto25/BBgrp02.jpg)
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I knew my suggestions would somehow be subliminally absorbed. ;) I'm excited about this. If I could figure out this terrainy thing (and had more time) I woulda been all over this. As such, I'll cheer-lead.
(http://www.picgifs.com/sport-graphics/sport-graphics/cheerleading/sport-graphics-cheerleading-036195.gif)
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Hitech,
It's obvious I'm demented enough to revisit all 8000 miles of rock with bad sync merge lines with an 1\8 mile diameter brush from 40,000ft. After all I changed all the green stone to white textured stone. Please for future new terrain builders, write something that will allow them to sync "all" merge lines from the start or a brush that performs a generic merge touchup after the fact.
Gonna share the insanity here since this is driving me nutz.......and Arlo is not helping matters..brrrrrrrrrrrrr..... :O
Nice before and after effects and one of the ports.
Before
(https://s20.postimg.org/552n9vpcd/mergtl14.jpg)
After
(https://s20.postimg.org/gip6l2zv1/mergtl15.jpg)
Touched up port rocks.
(https://s20.postimg.org/prrcv78r1/mergtl16.jpg)
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.......and Arlo is not helping matters..brrrrrrrrrrrrr..... :O
(https://media0.giphy.com/media/BXDdvsebXocfu/200_s.gif)
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under the ruse of "community input" htc rakes more free labor off his addicted subjects. :devil :ahand
:neener:
carry on.
:old:
:bolt:
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And here I thought I was doing this for "all" of Hitech's customers along with doing something I've never done before...... :huh
Is this where I'm supposed to contact a community organizer and get my victim card, then notify you we march on HTC to protest Hitech is a meenie? I got better things to do with my spare time like finish this terrain and finally play on it with the community. I'm sure you are a big boy and can hold your own mop handle while you joust with the HTC windmill.
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He used lots of emotes to indicate chain yankin'. ;) :( :cool: :cheers: :angel: :bolt:
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Relax, guy.
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(http://www.heavymetal.com/v2/wp-content/uploads/2015/09/lynda-carter-as-wonder-woman-04.gif)
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He used lots of emotes to indicate chain yankin'. ;) :( :cool: :cheers: :angel: :bolt:
Thought it was a mop handle.... :airplane: :ahand :bhead :bhead :old: :neener: :neener: :banana:
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I can't wait to see this beast in action, or make an attempt at destroying it. :rock
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coming soon! sooner then you think!
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TaskGrpBB - BB\CV\DE
Add all three together make the BB (ID-0 Object Data - "port #").
Add a maproom and a hanger for the BB.
Add CV and DE as ID-1 and 2.
Then ask Hitech to fix the blackboard in the BB, a deck hand musta gotten into the rum and drew on the chalk board.
Blackboard in the BB hanger selecting guns.
(https://s20.postimg.org/5tbhsto25/BBgrp02.jpg)
bustr, this is the problem I was talking about before. the ships pile up on each other and you cant discern the guns from each other.
I worked on it last night for a bit but it just boils down to what direction your headed as to which guns you can get into. and usually you cant even get into some of the ships that are more to the stern.
I was also able to use the cvhanger and embed it into the battleship. it looks nicer and seems to work.
the briefing room I just dropped at a nearby base and that seems to be working also, you just have to be careful that there are no trees sticking out of it.
my terrain (avaleyte--256X256)should be out and available within the next week. if I'm lucky, I might have it out by sunday night.
It will have both single and taskgroup battleships in it.
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You mean this problem. I saw you put in a wish for Hitech to fix it. I created the bbtg0 group object he suggested for my terrain. So I'm betting he will fix the chalk board in the BB hanger since he wants the BB in the game now.
(https://s20.postimg.org/5tbhsto25/BBgrp02.jpg)
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In the wish list Hitech noted he already has the chalk board for the next patch.
So I've finished 8000 miles of bad merge line touch up. What are we going to do today Brain?? Add 9 battleship task forces to the terrain. Hey yall all told Hitech yall's wanted to be battleship captains. Don't blame me if someone shoots his eye out with one of those monsters......
It's all Ralphies fault....Uh Huh!!! yeppers he made me do it...... :noid
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Hitech,
Should I be using hgr1 or CVHANGER for the BB? Also I think I need to move the hanger, which ever one onto water so I don't have grass growing inside of the ship.
I need to experiment and see if using the CVHANGER object over water gets the carrier planes wheels out of the deck. Other wise all 9 BBtg0 are installed.
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Ok it's hgr1.
Ewwww, that's the inside of the land based hanger. Any chance of changing it to the CV hanger object? Still in hgr1 all airplane wheels are setting down in the floor, so I have to move all 9 hgr1 for the BB onto the water in some corner to get rid of the grass growing out of the floor.
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I have to say I like the map! I think it will produce good fights. Especially if the #s continue to rise. I like the layout a lot. The base distance seems alright once you capture some front bases. I like how each land mass has its own different land elements. I think it will be pretty good!
Im always for more CVs! 3 on each team would prolly be alright.
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All 9 BB task groups up and running as the second task group from each of the 9 ports. You guys are gonna get tired of these things and their 22 mile land mode range.
Hey brain what are wee gonna do tonight?? What we do every night, furball. HuH brain, I don't see no darbar for bombers, did Hitech release troops that sneak onto your base and blow up things. Why would you think that? Every time the fighter hanger comes up, it goes down in one big boom......
(https://s20.postimg.org/ei7trqih9/bbtsg01.jpg)
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Tis looking very good sir. :salute
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Don't doom predict. A challenge is supposed to be fun (and the community, more than anything, is in charge if that). I thank you for your hard work!
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If you tell them not to do something and that it will jump over tall buildings with a single....you know the rest of this. Everyone one will want to play with it and do it to each other creating action all over the place.... :O
Now!!
If Mr. Hitech is ok with this so far, I have my last round of visits to all bases and functions on the terrain before I ask him how I submit this thing...... :bolt:
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Famous last words, I just figured out what this means.
Every time I go back up in those mountains to find where I put the map rooms for now 18 tskgroups, the yetis demand I put on a pink tutu and dance for them....... :noid
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Bustr you also need to add a brief
HiTEch
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My own littel "breif".......
(https://s20.postimg.org/gqqlmtez1/breif01.jpg)
(https://s20.postimg.org/kbmh61jil/breif02.jpg)
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avaleyte up and running. 10 battleships. everything working. check it out, have fun with them. so far everything works.
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I mooned the yetis and they all ran away long enough for me to add a "brief" beside every "mpr0" in the mountains with matching properties.
I think this terrain is ready to go, still I'm paranoid that I've forgotten something now with all these addition requests by Hitech. I'm letting this thing run with the weather loaded and one last visit to every field and boat.
Note to self: you seeing what I'm seeing where I need to add PT spawns and shore batteries at the mouth of the inter country slots with no cloud cover?
(https://s20.postimg.org/zdypgq425/breif05.jpg)
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I mooned the yetis and they all ran away long enough for me to add a "brief" beside every "mpr0" in the mountains with matching properties.
I think this terrain is ready to go, still I'm paranoid that I've forgotten something now with all these addition requests by Hitech. I'm letting this thing run with the weather loaded and one last visit to every field and boat.
Note to self: you seeing what I'm seeing where I need to add PT spawns and shore batteries at the mouth of the inter country slots with no cloud cover?
(https://s20.postimg.org/zdypgq425/breif05.jpg)
I'd add a few PT spawns around the inner circle for sure.
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I need to add a PT spawn and two shore battery at the mouth of each inter country water way airfield. There is no permanent cloud cover down the center of these three water ways in blue, so no ability to sneak by. If you want to do anything to the other country you will have to fight for it to get your first anchor point capture.
All of the purple boxes are PT spawns and the base of origin has shore batteries. The bases inside the water ways have no shore battery or PT spawn so you have to fight or loose your bases. The center airfields have no GV spawns so you have less of a chance to M3 sneak those feilds out from under a good furball which is just a sissy way to kick alot of players in the nads who are having fun furballing. Those blue dots are roughly where the furball bases are, separated from each other by the minimum distance for airfields of 19 miles.
The second screen capture is the JPG I used to map the fields, HQ, city, strats and ports 5 months ago. If Hitech had not suggested I add the battle ship, there would be no need for these last PT spawns and shore batteries. I've moved the strats off the two secondary islands up by the HQ\city for each country and covered those areas with a permanent 18k cloud cover. The cloud fronts in this game have random openings, not enough that you can bet on seeing the target anytime you visit it. but, you are free to bomb from 17k and take your chances with no one upping to investigate.
I've got to stop working on this terrain because I'm burnt out with it after 6 months, which means past this point, I'm in danger of introducing mistakes versus anything positive. After looking at the task group paths I set from that screen shot, it was obvious I needed something to challenge the battle ships.
(https://s20.postimg.org/kkon9plot/breif07.jpg)
(https://s20.postimg.org/6ktas2w0d/feildlay05.jpg)
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I mooned the yetis and they all ran away long enough for me to add a "brief" beside every "mpr0" in the mountains with matching properties.
I think this terrain is ready to go, still I'm paranoid that I've forgotten something now with all these addition requests by Hitech. I'm letting this thing run with the weather loaded and one last visit to every field and boat.
Note to self: you seeing what I'm seeing where I need to add PT spawns and shore batteries at the mouth of the inter country slots with no cloud cover?
(https://s20.postimg.org/zdypgq425/breif05.jpg)
did you add a brief or a dbrief? I ended up using dbrief.
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did you add a brief or a dbrief? I ended up using dbrief.
Hitech said "brief". So far I've followed his directions verbatim and things work out. Does it effect what you see for gun positions on the back board?
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Ohhhhhhhhhhhhhh!!!!!!!! IIIIIIII!!!!!!!! Seeeeeeeeeeeeeeeeeeee!!!!!!
I got feilds and feilds and feilds to visit one last time......
(https://s20.postimg.org/ulthj0yrx/breif08.jpg)
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I don't think it matters, as long as you designate it as O'club.
I did use the CVhanger for the hanger though. what I found out is that if you use the CVhanger and you have planes enabled on the battleship, people will try to launch them. they'll just end up in the water. so you'll have to disable the planes on the Battleship groups, or battleships manually.
since Hitech fixed it, its easy to see the gun positions. I have a fleet of CV, BB 2XCA and de's and you can get to all the gun positions. its great!
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Since I included a CV in the BBtsg0 per Hitech, and he gave me a specific list of support objects to lay down. It is obvious he wants a working CV with the BB task group in the MA. Now if there are no more surprises from the man himself, I think next week I can ask him how I submit this terrain for the MA.
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very cool. the ones I build are way to small for the MA, but lots of fun none the less!!! good luck with the terrain, he seems very interested. im sure hell give it a good going over!
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I've visited 2 of the three countries so far. Here is a list of things I've changed or fixed that I didn't think were problems before I introduced the battleship task groups and had to rethink shore batteries and add some more PT spawns.
1. - There are no 2000 mile long perfectly straight lines across the face of a continuous mountain range that runs 2000 miles at 6500ft. I noticed this on takeoff near the HQ of one country looking left at 6500ft. Looking down at the terrain from 50k while using an elevation tool to set the tree line is not smart if you don't drop down to that elevation and look at 90 degrees to the tree line. Had to air brush that line for 2000miles to change the appearance of the tree line to remove the razor edged line and get a more random real world look.
2. - Added 12 more shore batteries and 6 PT spawns to account for the battleship task groups.
3. - Revisited shore batteries and shifted them due to setting them in unfavorable coverage positions related to cloud bases. Had to rework some terrain at this point.
4. - Had to visit every battleship task group and move the battleship another 1\2 mile away from the CV so a single box of bombers could not get both in one pass.
So far with this third complete visit of every field on the terrain, I'm only finding these small number of issues. I may be able to send Hitech a PM on Monday to see how I submit this terrain for consideration for the MA.
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About 30 minutes ago the game bug checked 3 fields short of my visiting every field on the terrain. I posted the bug check and dump file for Hitech, and finished visiting the last three fields.
The terrain is done except for the bug check.
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Btw main arena terrains are also different then normal terrains because you must send us the files.We validate and fix any issues. From that point on you can no longer modify it and if falls under our revision control system.
HiTech
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Btw main arena terrains are also different then normal terrains because you must send us the files.We validate and fix any issues. From that point on you can no longer modify it and if falls under our revision control system.
HiTech
What that your way of telling Bustr to send you the map to put it into MA rotation. :x
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Btw main arena terrains are also different then normal terrains because you must send us the files.We validate and fix any issues. From that point on you can no longer modify it and if falls under our revision control system.
HiTech
(sound of whip cracking)
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It is why the CBM map I submitted does not have my name on it. Once I uploaded the required files to HTC, it became their property.
I wish them God's speed and blessings with it, and hope it helps if they decide it will work for AH3.
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Wtg Bustr
Can't wait to chk it out..and have fun on it..
Godspeed grapefruit and see you soon
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:old: I HEREBY DECLARE THIS MAP "GRAPEFRUIT MA"
(https://s20.postimg.org/oe8g807bh/mergtl09.jpg)
Was thinking more of Kiwi...