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 In Conquest-Nova we trust

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jk2pach
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PostSubject: In Conquest-Nova we trust   Thu 19 May - 20:28


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vV_O
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PostSubject: Re: In Conquest-Nova we trust   Thu 19 May - 22:10

Nova is suddenly attractive to me. Embarassed

link: http://www.jk2pach.com/post?p=18395&mode=editpost

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WHO WAN'S THIS DAWG!?


Once bitten, twice.....zombie
The rset can be a toatl mses and you can slitl raed it whotiut pleborm. Tihs is bseacue the huamn mnid deos not raed eevry lteter by ilsetf, but the wrod as a wlohe.
-END TRANSMISSION-


Last edited by vV_O on Fri 20 May - 1:08; edited 1 time in total
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Namorax
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PostSubject: Re: In Conquest-Nova we trust   Thu 19 May - 23:58

If you have to spam a Loadingscreen, then please add a DL-Link^^

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Still doing the above... But the last time I checked this site was gone... what happened?
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Nova
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PostSubject: Re: In Conquest-Nova we trust   Fri 20 May - 4:13

Outdated version from like 2008

Here are a few SS from one I never released.



















Terrain (70%+) by raydude714

Now stop stalking me ._.'


P.S old models, every model is custom, total size is about 1.3 MB (without music).

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jk2pach
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PostSubject: Re: In Conquest-Nova we trust   Fri 20 May - 10:05

Hey, I am not stalking, dude. I enjoyed the game. I was simply surprised to see your name that I made the screenshot. (I'm actually fan of such maps).

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Andx667
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PostSubject: Re: In Conquest-Nova we trust   Fri 20 May - 10:26

where to get this map?
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Nova
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PostSubject: Re: In Conquest-Nova we trust   Fri 20 May - 15:47

The map pach played is different different from the screenshots (2007-8 ver vs 2010 ver ).

If you want, I can post the open version of the one that the screenshots come from. It's not finished yet, the person I worked with was an excellent terrainer but he quit for SC2. And I decided to stop it's dev for NOTDA.

One of the qualities I wanted my maps to have is the best performance (no source of engine lag). The terrain on that map is not simply walkable models, it's very optimized for the wc3 engine (camera is natural/units are scaled down/very few doodads that rely on walkable features/fewer units to prevent lag etc).

Some lessons I learned from this dev:

Spoiler:
 
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