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Isles Of Fury
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Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Fri Apr 02, 2010 6:32 pm    Post subject:  Isles Of Fury
Subject description: Finshed
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Isles of Fury

A remake of a remake that's been collecting dust on my HD since 08.
This derivative work was designed for comp stomping.

Details.
8 Player designed for comp stomping. Tiberium fields are timed at 15 for green, and 10 for blue. They are also encased by growth restrictions to prevent overgrowth. Major geographical bottlenecks as well as roads have build restrictions to prevent path-finding problems in the event the player or AI builds heavily or attempts to barricade themselves in. Bridges are indestructible via scripts. There are a few birds flying about the map, and it also contains 50+ ion storms that occur unannounced every 7-17 minutes, and last 4 minutes.

Map dimensions are 650x550, objects 1350+
http://i60.photobucket.com/albums/h38/Sedistix/Image1.jpg



seds-isles.zip
 Description:

Download
 Filename:  seds-isles.zip
 Filesize:  746.19 KB
 Downloaded:  320 Time(s)


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Last edited by Sedistix on Tue Apr 13, 2010 8:11 pm; edited 8 times in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Apr 02, 2010 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like it. Any download?

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Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Fri Apr 02, 2010 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fixing up a few lose end scripts, couple birds aren't flying at all, needs a minimap, and a few misc blends here and there, and it should be ready.

Hour or so and ill reply with it attached.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Apr 02, 2010 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm looking forward for this.

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Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Fri Apr 02, 2010 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Added the file to the original post. Let me know if you encounter any problems with it or have any suggestions on making it better.

Whilst editing the size to accommodate a mistake I made with the border, I lost my precisely placed build restrictions on the road system. I've hastily added some basics to the bottlenecks but not much anywhere else. In the next version it'll will be fine refined.

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Last edited by Sedistix on Fri Apr 02, 2010 8:03 pm; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Apr 02, 2010 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll give it a test run tomorrow Wink

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Fri Apr 02, 2010 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll test this one too next time I start up TW.

You did a very good job with object placement, I'll need to learn some more of that.

Btw, IIRC, wastn't there a way to prevent textures from stretching? (the cliffs)

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Apr 02, 2010 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nicely done, good eye candy!

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Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Sat Apr 03, 2010 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

0warfighter0 wrote:

Btw, IIRC, wastn't there a way to prevent textures from stretching? (the cliffs)


Ah yes, the stretched terrain on the cliffs. That's a problem of my own creation. Whilst adjusting the terrain with a predefined height I failed to add an appropriate sized feather width to the brush. Resulting in only two or three cells having to accommodate a difference of height in the range of 20+. A simple smoothing should fix it.

Last edited by Sedistix on Sun Apr 04, 2010 11:40 am; edited 2 times in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Apr 03, 2010 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Sedistix wrote:
Oh and on a final note, you'll never see asymmetrical maps by me.

Another reason I'll be watching your maps. I like asymmetrical maps (even more because TW lacks them)

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Apr 03, 2010 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

My only suggesiont would be making those ramps look more natural somehow. In the 5th pic, the low-pitched ramp to the left could be more steep. Right now it looks too much man-made (unless that's what you were after).

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Apr 03, 2010 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, my little review:
I like the map. There's enough Tiberium for large matches (especially when playing with less then 8 players), and the detail is great. My only concerns are the kinda artificial slopes (as mentioned by Crimmy), and the many choke points. I mean, there ain't any large ways where an army can advance trough, without being tunnelled and being an easy target for the enemy defences.
Overall I like it. Keep up this quality, and pay attention to the stuff I mentioned. I'm looking forward to the final version, and any future maps you may have Wink

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sat Apr 03, 2010 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

You sir, are now my example when it comes to TW mapping! Wink

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