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Creativity Challenge #8 (AAM map): Vote for the winner

 
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Vote for your favourite
Sindor
67%
 67%  [ 25 ]
The Mighty A
0%
 0%  [ 0 ]
Gate
21%
 21%  [ 8 ]
carrion
10%
 10%  [ 4 ]
Total Votes : 37

Author Message
NeuralDream

 

Joined: 22 Dec 2007

Posts: 9280




Post subject: Creativity Challenge #8 (AAM map): Vote for the winner Reply with quote
You can vote until Sunday night Pacific Time.

by Sindor




by The Mighty A



by Gate



by carrion


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Last edited by NeuralDream on Wed Apr 23, 2008 1:29 am; edited 1 time in total
PostTue Apr 15, 2008 9:57 am
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Demotox

 

Joined: 18 Mar 2008

Posts: 610




Post subject: Reply with quote
Sindor's is just awesome. I like everything about it. The city fight one looked ok.
PostWed Apr 16, 2008 8:43 pm
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Sindor

 

Joined: 02 Feb 2008

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If you wish for your online fights some more (airfield/jungle etc.) tell me.
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PostThu Apr 17, 2008 8:03 am
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The_lucky_Y

 


Joined: 09 Jan 2008

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I like those maps especially taht with the rail road, now  I can bring my "Dora" gun to the battle... Very Happy
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PostThu Apr 17, 2008 3:22 pm
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NeuralDream

 

Joined: 22 Dec 2007

Posts: 9280




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I wasn't planning for this, but since Sindor's AAM maps seem very popular, I suggest Sindor makes or chooses the AAM map for the olympic final. The battle will be "no year limit and max. total cost of 100 pts. Limit of 1 hero. Max. number of units 15." if it matters.
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PostThu Apr 17, 2008 9:05 pm
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afilter

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Joined: 07 Jan 2008

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Good job to all, better than I can do! It was a toss up between Sindor and Gates for me, but went with Sindor because I like the railroad twist.
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PostFri Apr 18, 2008 6:44 pm
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Sindor

 

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As for the Final map, I would suggest the Jungle map. Or, if you want a special scenario:

Eagle has landed

* Hex K3 is Large Building (no entry for Vehicles, cover for Soldiers on 4+, blocks LOS).
* K4, H2 and P7 are considered "buildings" hexes
* K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges).
* I1&J5 are Shell holes (see combat zone tile set II)
* H1 and all other hexes are standard (plains, forests, hills, roads).

For all maps: in defending scenario, players should start 2 hexes around the respectively sided objectives. Attacker starts on the more distant side of the battlefield. Mines and other obstacles are placed accordingly in the area of 4 hexes around the objectives


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Last edited by Sindor on Sun Apr 20, 2008 12:08 pm; edited 1 time in total
PostFri Apr 18, 2008 8:00 pm
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Sink the Bismark

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Joined: 22 Dec 2007

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Post subject: Reply with quote
Sindor wrote:
As for the Final map, I would suggest the Jungle map. Or, if you want a special scenario:

Eagle has landed

* Hex K3 is Large Building (no entry for Vehicles, cover for Soldiers on 4+, blocks LOS).
* K4, H2 and P7 are considered "buildings" hexes (but without road bonus)
* K1, K2, I2 and I3 offer cover only from sides cut by buildings (like hedges).
* I1&J5 are Shell holes (see combat zone tile set II)
* H1 and all other hexes are standard (plains, forests, hills, roads).

For all maps: in defending scenario, players should start 2 hexes around the respectively sided objectives. Attacker starts on the more distant side of the battlefield. Mines and other obstacles are placed accordingly in the area of 4 hexes around the objectives


God That's Nice!
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PostSat Apr 19, 2008 2:05 pm
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NeuralDream

 

Joined: 22 Dec 2007

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It looks great. This will be the map for the final.
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PostSat Apr 19, 2008 2:08 pm
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Shank77

 
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Nice work Sindor.
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PostMon Apr 21, 2008 3:04 am
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Sindor

 

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Small errata: hex P7 is of course a classic village, road bonus apply  Wink . If any problem with the map interpretation occurs, do not hesitate to contact me.
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PostMon Apr 21, 2008 6:58 am
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NeuralDream

 

Joined: 22 Dec 2007

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Points given in challenge #8

Sindor------7 pts
Gate---------5 pts
carrion---------4 pts
The Mighty A----3 pts
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PostTue Apr 22, 2008 9:19 am
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