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solaris 7 mapset question
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Horhiro
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PostPosted: 16-Aug-2004 16:40    Post subject: solaris 7 mapset question Reply to topic Reply with quote

Anyone seen it out yet? IIRC it was due out in July, but I can't seem to find it anywhere.

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chihawk
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PostPosted: 16-Aug-2004 17:09    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

Quote:

On 2004-08-16 16:40, Horhiro wrote:
Anyone seen it out yet? IIRC it was due out in July, but I can't seem to find it anywhere.



It's on hold...

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-Mud
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PostPosted: 16-Aug-2004 18:26    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

Same maps from the original box set?
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Horhiro
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PostPosted: 17-Aug-2004 06:44    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

Yes!

Too bad about the delay, I can't wait to build them in 3-D!

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Oafman
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PostPosted: 17-Aug-2004 08:39    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

My favorite is still the ice map with the 7 level crevase. Playing on that map really changes the tactics of the game.

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Nightmare
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PostPosted: 17-Aug-2004 09:10    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

I rather like The Factory. Great fun for almost any confrontation. My brother once pushed an enemy mech through the wall of the tower's top floor. It fell a few levels, of course, and took some massive damage. Next round he walked his Thunderbolt right out through the same hole, improvising a DFA without jumping. There was much scrap metal to cart away.

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Ronin
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PostPosted: 17-Aug-2004 10:05    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

Ishiyama is my favorite. Those tight confines, and when someone tries to use jumpjets to bounce all over the place, you get to see the looks on their fasce when you remind them that mechs go up elevation levels equal to their jumping, and since the tunnels are barely big enough to walk through...

(maybe I'm wrong on this being a rule, but I swear I read it in one of the rulebooks)

Also, unless your mech's ejection system is to the side or rear, ejecting in Ishiyama is a big time bad idea.

The Davion Arena is also fun, especially with the ice crevasse that was mentioned.

I think all of the Solaris maps called for a change in tactics. The Jungle is just incredibly dense... it's all pointblank range. Steiner leave you no room to run, and it's 3 standard hexes or less, so short range stuff only.
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Oafman
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PostPosted: 17-Aug-2004 11:23    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

I have never had a chance to play in the tunnels yet. That is something I will have to try sometime.

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Peter_Smith
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PostPosted: 17-Aug-2004 13:20    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

Quote:

On 2004-08-16 18:26, -Mud wrote:
Same maps from the original box set?



Plus the ones from Unbound, if memory serves.
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Horhiro
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PostPosted: 17-Aug-2004 13:45    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

I've used some of the original box maps to make some in 3-d, plus my bro and me (mostly him) made ishyama in 3-d using bigger hexes...they're very kewl to play on . I should be bringing some to totalcon again this feb.

look here for pix:

http://www.ofoto.com/I.jsp?m=70427225303&n=298964922

http://www.ofoto.com/I.jsp?m=68327225303&n=920456989

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chihawk
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PostPosted: 17-Aug-2004 14:47    Post subject: RE: solaris 7 mapset question Reply to topic Reply with quote

Quote:

On 2004-08-17 13:20, Peter_Smith wrote:
Quote:

On 2004-08-16 18:26, -Mud wrote:
Same maps from the original box set?



Plus the ones from Unbound, if memory serves.



I believe I heard that also...

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