Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Sun Jun 29, 2008 10:42 pm Post subject:
ya very big for 1v1 but if you want to have a few tank fights and ambushes for fun instead of going for the throat right away it will be great _________________
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun Jun 29, 2008 10:49 pm Post subject:
A++ will buy again _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
-Stop that symmetry please, most prefer asymmetric maps, or atleast partly asymmetric maps.
-Looks very flat on places where there are no slope sets.
-I like the LAT, could need more variation though.
-Balanced.
-Trees are placed unrealistically. They are spread out with almost the same distance between them, and many are in sand.
-Good work with the city.
-Lighting will wait till you get a screenie up. QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Mon Jun 30, 2008 11:21 am Post subject:
I have noticed quite a few things:
Negative:
Grass and Sand is all over tha place, and I have yet to se a singel title of dark grass or a single tile of rough ground anywhere but in the city.
There is a lot of threes, they would just look better if you'd make many small forests insted of one three ever 10cell.
Bumpy ground gives more detail at a low cost! Order more!
The cliffs are very repetive: 32121,21122215
Thirty cells south east of player one...
Make more dirt-rodes more curvie
Positive:
The way the cliffs and ramps are made makes it hard to go straight forward, many zick zack paths.
Tha amount of ore makes it very balanced and entertaining for lang battles
The overall style of the city
Total evaluation:
This is a big map with a lot of work put in it, but is still looks and feels crap. Tha cliff layout is great, but is to repetive and there is close to no realism or randomness. Yes it's a remake, no a copy, wich means you are allowed some artistic freedom
Sorry for the rough treatment, but this is my hounest oppinion. _________________ This is a signature QUICK_EDIT
WOW... TBH didn't think any one would really care about my maps...
I guess I should have stated that this maybe be like the 5th map I have finished... I hate mapping. And I'm not some one who takes pride in making... "good" maps.
Quote:
-Stop that symmetry please, most prefer asymmetric maps, or atleast partly asymmetric maps.
No, I happen to really like symmetry. I look at this as, This is a game not realistic. So symmetries ok. And I will NOT! make maps a certain way just because most people prefer asymmetric maps. And to TBH with you I think that's a pretty blind sided statement.
Quote:
-Looks very flat on places where there are no slope sets.
Well as I posted in my very 1st post this is a map from TW... SO!! I don't know if you have played TW, (Probably not) Those maps a rather flat. And I'm gonna be honest with you, I HATE the little bump/ramp things in RA2/TS, I think they just happen to look like shit. So I try to not use them.
Quote:
-Trees are placed unrealistically. They are spread out with almost the same distance between them, and many are in sand.
Whats wrong with trees being in the sand? Are you blind? Have you never seen a tree in sand...
About the spacing... Well that just so happens to be the way I like them. In RTS games I think every thing is a scale factor, Like 1 tree = 10 trees, 1 units = 10 units. That's just what I think about it... Anyways TBH I didn't want to put trees on the map to begin with as the one in TW had no trees... Well just a few maybe...
Quote:
-Lighting will wait till you get a screenie up.
I wont be posting an ingame shot.
Quote:
Grass and Sand is all over tha place, and I have yet to se a singel title of dark grass or a single tile of rough ground anywhere but in the city.
Well this map was meant to be in the desert, BUT! In the YR desert temp there are no high bridges as far as I can see, So I went with temperate and decided to put sand all over the place to try to make it look a little more like it was a desert. I didn't want dark grass as it would have made it look a little more richer in life, and it was meant to be decayed. And as for the rough ground... I really only place that along the cliff edges... I really just don't like the way the tile looks out in the open... A little to squarish for me, So I just use them to detail the cliffs.
Quote:
Bumpy ground gives more detail at a low cost! Order more!
I would but those bumps look like shit... So I wont.
Quote:
The cliffs are very repetive: 32121,21122215
Are you serious... I mean really!? You get 2-3 tiles per direction, And when your going one way with a cliff for a long distance you really only have a few options... I cant pull tile out of my ass...
Quote:
Make more dirt-rodes more curvie
You know that's actually a pretty stupid thought TBH... Think about it... What are there drunk drivers driving all over the place? I'm sorry I don't weave every were when I'm driving, I normally go straight, unless there some thing in my way then I move, So I look at that like that. Ya it may look nicer... A little... maybe... but I would rather not have drunk drivers all over my map. _________________ MadHQ's Graveyard - Click here!
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Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Mon Jun 30, 2008 9:08 pm Post subject:
Instead of a city, it should be a military base or large construction/manufacturing site. Basically any site/place that is usually isolated from civillians.
The reason being that the roads would seem more realistic in one of the sites mentioned above, because the roads on the map just form blocks; they don't extend beyond the map. If they did, then it would seem more realistic, as roads are built to connect all local towns and cities and industrail areas together. _________________ Destroy to create. All for the hunt to dominate!
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