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boomerang - 2 teamer 
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Sergeant
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Post boomerang - 2 teamer
pretty simple map. nothing special. couldn't figure out a name for it, so decided to give it up and threw it out, but it came right back to me, earning its name :P

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direct link: http://img17.imageshack.us/img17/2503/49thmapu.jpg

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Sat 11th Apr 2009 15:28
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Joined: Sat 19th Apr 2008 18:55
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Location: Virginia
Post Re: boomerang - 2 teamer
I don't like the rocky next to GP's. with gp as grass makes it an easy target for arti's/mortars(if it survives that long) I do like that u can bypass gp but not to safely :)

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Sat 11th Apr 2009 20:09
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Post Re: boomerang - 2 teamer
i guess my response to the rocky next to the gp, is it was serving as more of retreating sector for rambos from the mine, not really mortars/ artis. yes, mortars can have a field day on the gp from the rocky, but if a gp still stands on day 12, and the losing team has enough peeps with the ambition to go mortar still, then they deserve to knock a few blocks off the gp. It's not hard to deter a mortarer.As far as artis go, when u get a rascal up in the rocky sector, let someone know, cause that'd be a bug. On this map, I'd think the gps would go farely quickly, as there's not much to do, except run the mm, and attack.

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Sun 12th Apr 2009 03:42
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Joined: Thu 10th Jan 2008 21:17
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Post Re: boomerang - 2 teamer
yeah arti cant go there, and if gp still stands day 12 then plz someone get mortar and blow it up! not bad, a bit bland to the eye colorwise but thats aesthetics.... not bad

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Sun 12th Apr 2009 05:23
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Corporal

Joined: Tue 31st Oct 2006 23:11
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Post Re: boomerang - 2 teamer
make f4, e6 mountain.
f5 rocky.
get rid of that rocky wall that stops f5 noxing e5.
make the gps rocky.
add a mountain in f0 and a3.

with that done,
your map will be super sexy.


Sun 12th Apr 2009 08:31
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Post Re: boomerang - 2 teamer
i was referring to the forest next to gp when i said artis would be happy

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Sun 12th Apr 2009 12:09
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Post Re: boomerang - 2 teamer
well here's koosalas super sexy renovation of my boomerang map :P

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direct link: http://img26.imageshack.us/img26/1889/49thmaprevise.jpg

also original map has the 2 rocky walls on the mm. u mentioned getting rid of the f5-e5 rocky wall, but do u think it's better as it is now, without the d4-e5 rocky wall, cause i took em both out. not sure if u had noticed it :P doesn't make a huge difference really.

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-- Can I get a mountain dew, cheeseburger, and a side of 30% traxxas nitro fuel plz?

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Sun 12th Apr 2009 17:57
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Corporal

Joined: Tue 31st Oct 2006 23:11
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Post Re: boomerang - 2 teamer
hmm gp sector looks wrong now, maybe if you make the moves e2 to e3 and b2 to c2 a grass move.
so in affect the gp sector will just have 3 rocky walls in side it rather than 4.

i see gps as a front line of defense, so to make best its position it would have as few ways to approach it as possible, in our case only 1 roadway.
hqs don't need this, they are a sprawling mass of buildings.
so with this move you could attack hq from 2 sectors. (or 3 if you want to completely shut them in)
rather than just being funneled up f3.


Mon 13th Apr 2009 04:50
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Joined: Thu 10th Jan 2008 21:17
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Post Re: boomerang - 2 teamer
i say river between d4 and e5

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Mon 13th Apr 2009 17:14
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Major
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Post Re: boomerang - 2 teamer
Smallish map... enough space for ground vehs to move around... looks good to me:)

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Mon 25th May 2009 03:33
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Post Re: boomerang - 2 teamer
Suggested improvements:
If enough people agree, we can use this mod.
No objections from : Flyer, Mo2, Sephi, Frozn
However Sephi suggests a rocky wall between D5/D6 for running attackers)

NOTE:
    THe open-ness of the map is mostly untouched.
    Vehicles still have 2 non-road +1 road route to travel. and they can leave MM in any direction, including over the walls.
Image

If enough people agree, we can use this mod.
Changes:
  • moved TeamMine 1 further from base
    • To increase the distance (to what i personally see as the minimum. but its still short route on the way back from minerun).
    • To make a shorter route for demoers to enemy mine.
  • The mntn walls help with the sneakiness.
  • The waters are for any1 who thinks they'll be safe retreating to them (footy or a heli)..or they can be cornered there. This may also be a good rest stop when ur waiting for your move.
    Plus, its off to the side, meaning it cant affect the map's openness or have any negative impact on the round.
  • The mm walls have been shifted.
    • The wall seemed pretty far to travel to get to, be any useful to any1. Now, for example, a mortarer in F2 wont have to retreat as far to strategically jump over a wall to dodge a chasing vehicle.
    • It also increases F5's usefulness, since it can now nox into MM (whereby, luring people further into the open)

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Wed 10th Mar 2010 04:33
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