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Unfertile Cresent
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Apr 05, 2008 2:39 pm    Post subject:  Unfertile Cresent
Subject description: WiP
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Description
This is a 4 player map designed for 2 on 2. The map is divided into the bodies of water, cut up by a river. The middle has a crater and plenty of blue tiberium, and can be accessed by 6 bridges. Each side has a small valley for which to build a base, and a platue for each contains tiberium feilds. Inbetween the two bases is anothervalley containing tibeium. Each player has access to two tiberium spikes, although these cannot be easily defended.

What I want to do
I want to add a bunch of visceroids in the middle and in the valleys between the two bases, make the textures more natural looking, and make this overall a good map.

Comments?



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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sat Apr 05, 2008 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

can there be low water/marsh land like in Warcraft 3? That would be neat like a infested swamp with a few viscerioids.

Is it possible to create new units "clones" for this map? like in WC3 or in FA2 so you can have some variation? Like smaller ones or larger ones? etc.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Apr 06, 2008 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, you can have the water level equal the land level, and it looks like intermittent puddles, but you can put the water level like 1 or 2 points above it and the units ca still walk in it. The size variation is a good idea, but I have no experience modding cnc3 (I'm working on generals, which I plan to use as a kind of introduction to cnc3).

today's progress
I worked with the textures a little bit, making the sides have different color grass, coloured the cliffs, and "smoothed" out the edges. I made a road that goes from one corner to the bridge for each side. And I added a bunch of visceroids, which sadly, are just eye candy right now as they don't attack.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Apr 06, 2008 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a script somewhere to make them hostile... I suggest looking on popular TW mapping forums Smile
Also, the map looks a bit plain...

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Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
Location: USA

PostPosted: Sun Apr 06, 2008 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you playtested it yet? Because those start locations don't look like they have enough build space, but I could be wrong.

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