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Fight Club 8 Player Map
Moderators: Dawn of the Tiberium Age Staff
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CorbielEntertain
Chameleon Spy


Joined: 30 Aug 2016

PostPosted: Tue Aug 30, 2016 12:58 am    Post subject:  Fight Club 8 Player Map
Subject description: New Map, First time making a map. Wanting to add Navy...
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This is an 8 Player Map, 6 Islands Surround a Fortefied Center Base with Enemies and Goodies. 2 Islands allow for Teams. Hope You Enjoy...



fight club.map
 Description:
Here is the Map

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 Filename:  fight club.map
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 30, 2016 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Right now i can only say it's a nice layout test, but i wouldn't call this a map.

It's far away from meeting DTA's quality standard to be included in the mod.
-terrain detail is low at best. no cliffs, no trees, no different ground types
-shores are repetitive unrealistic with only 1 single tile being used over and over again to create unrealistic linear straight shore segments
-there are tons of shore/cliff errors where tiles don't fit together, causing visible borders and gaps.
-the bridges are really bad placed with not a single bridge having the right bridge ending piece and connectors to the adjacent shores/cliffs and some bridges even having errors in themselves because of one piece partially slapped onto another
-there is way too much tiberium on this map and also placed in an ugly copied way which looks unrealistic/bad, as only a single type of tiberium patch is used
-the center island has dozens of crates which will respawn and make this  map flooded with crates after a while. This will most likely ruin gameplay and it's also no challenge to actually get to the crates.
-the buildings on the center island look like they are simply slapped on it without any thought behind them (this is not a beautiful base to look at)
--the ants also don't fit there. they are just slapped onto the map in a big square group. No Ant nest, no detail, no scattered ants, no visible clue why there should be ants in between the civil buildings.
--why are there badger bombers standing on the grass? Create at least a runway with the paved road terrain and put them on this runway. Like many other objects they are just slapped onto the map just for the sake of having them slapped on the map
-just by looking at the center base, there are way too few powerplants to power all these high tech defenses.
6 power plants are by far not enough to power 12 obelisks and 6 teslacoils, not to speak of the other dozens power draining buildings (a chronosphere alone needs already 1 powerplant and you have in addition an iron curtain, missile silo, adv. comm center, tech center etc, with each needing at least 1 powerplant alone)
-balancing is poor since some of the bridges are a lot better protected than others, thus making it some players much easier

Right now i would give it 2 of 10 points.

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