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Maine Bound, A simple bound

Creator: PeNgUiN-
Time: Sep 23 2007, 3:13 pm

Post #1     PeNgUiN- Sep 23 2007, 3:13 pm

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I made this bound but it was 2 difficultys but i took one away ... but it was unfinished but 8 easy as heck obs so enjoy

:D
Author: PeNguiN-@useast
Size: 156.99 kb
Tileset: TwiLight
Map Size: 128x128
Players: 6
Computers: 2
Attachments:
scx file
Maine Bound.scx (156.99 kb)
37 hits.
This post was edited 5 times, last edit by PeNgUiN-: Sep 23 2007, 3:26 pm.
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Post #2     Xx.Doom.xX Sep 23 2007, 3:33 pm

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Loved it Penguin-, like any other bound. I think I actually tested it maybe?
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Post #3     Lakai]:] Sep 23 2007, 6:10 pm

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lawl dolphin
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fun map gj Penguin- :)
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Post #4     blacklight28 Oct 3 2007, 12:05 am

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Lol, crashed my computer when I tried to dl it for the first time. I haven't tried it yet though.
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Post #5     Jello-Jigglers Oct 3 2007, 12:35 am

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I just dled. I fricken love bounds :lol: !!!!!
Everyday I thank God I'm not an atheist.
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Post #6     blacklight28 Oct 8 2007, 10:51 pm

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Hmm, kinda easy. Lower it to zero lives maybe?
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Post #7     O)mG Nov 13 2007, 6:28 pm

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funny music :D

nice crooked terrain... u shoulnt mix high ground with low ground...

other that that... nice laps :D

kinda e.z levels tho
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Post #8     Templar_Psion Dec 16 2007, 5:31 pm

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I really liked it, except for the 5th part with the kakaru's. I just don't understand how the hell anyones supposed to get past that?! Tipz plz? Or am I the biggest bounder noob ever? :S

& O)mG, what's so bad about mixing high & low ground? I like those neat cherboard patterns :)
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Post #9     Jailout2000 Jan 9 2008, 4:43 pm

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Quotewhat's so bad about mixing high & low ground? I like those neat cherboard patterns
StarCraft will act upon this and display the Fog of War differently, not in a normal way, also players won't be able to see onto the high ground if they're on the low ground as easily, a common mis-understanding when making maps.

To prevent this, simply add Map Revealers.
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Post #10     ClintonM Jan 18 2008, 2:32 pm

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Also, high ground to low ground can screw with the movement AI at times; this is true when you have a "hill" in which low ground surrounds a highground square. Instead of going directly over the high ground, the shortest path, the AI will move AROUND the "hill". This could be useful, but it usually interferes with most maps.
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