Posted: Tue Feb 20, 2018 11:12 pm Post subject:
YR: snowyness(2-6)
Subject description: A good looking and well-concieved map
inspired by a map from TI this is a four continent six player snowy terrain map suitable for various team-base games and features detailed lighting, a few randomized tech buildings, perfectly balanced ore placement, several garrisonable defensive building, and trees that have been moved out of way completely.
which is good, because i made this map with skirmish against the AI in mind, and worked up some mapping voodoo to enhance the AI a reasonable amount and give the player(s) a more unique experience.
this is not my first map. this is my first map submission.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 27, 2018 10:42 pm Post subject:
Lighting is nice. However...
Too many chokepoints, not enough routes to reach an enemy base.
Bunker placement is lolz and literally breaks the map.
The middle two positions are in a bad position yet this would be a lvmvr kind of a map.
TBH I'm not even sure if there is enough buildspace for the bases themselves.
There are straight trees and cliffs which look very unnatural.
The gem-only fields cause eco issues midgame, since there is no place for ore to grow and spread.
This map shouldn't even provide bridge huts at all, but have undestroyable bridges instead considering that there aren't even a spot for amphtransports to land.
If you ask me, the map layout would only work as an 1v1 map at best, with the two middle positions being revamped into proper tech spots. Sure, this "could" work as an anti-AI map but there's no real fun in blowing up the bridges and then spamming AA to keep away incoming aircraft and abusing the AI's lousy handling of navy to just beat them with the capital ships.. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Too many chokepoints, not enough routes to reach an enemy base.
Bunker placement is lolz and literally breaks the map.
The middle two positions are in a bad position yet this would be a lvmvr kind of a map.
TBH I'm not even sure if there is enough buildspace for the bases themselves.
There are straight trees and cliffs which look very unnatural.
The gem-only fields cause eco issues midgame, since there is no place for ore to grow and spread.
This map shouldn't even provide bridge huts at all, but have undestroyable bridges instead considering that there aren't even a spot for amphtransports to land.
If you ask me, the map layout would only work as an 1v1 map at best, with the two middle positions being revamped into proper tech spots. Sure, this "could" work as an anti-AI map but there's no real fun in blowing up the bridges and then spamming AA to keep away incoming aircraft and abusing the AI's lousy handling of navy to just beat them with the capital ships..
thanks for testing my map and giving feedback.
i have revised the map, by trading gems for ore, removing the trees, making the bridges stronger, disabling the usless amphibious transports, reshaping the continents to more properly fit the bases, polishing the map visuals, and improving the ai.
it even uses capital ships against you now, and more. QUICK_EDIT
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