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[6] Epicenter
Moderators: Dawn of the Tiberium Age Staff
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Nov 09, 2014 2:11 pm    Post subject:  [6] Epicenter
Subject description: By me
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A new map crafted by me for DTA 1.13.


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Nov 09, 2014 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, it looks rather dull I'm afraid. The shape is simple yet effective, but it needs more decoration.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sun Nov 09, 2014 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I must agree with Crimsonum, the map is fitting of the game in terms of classic Westwood ra1 style, but in multiplayer this map would be quite dull and to be exact out dated.

Though it is really nice that you guys are still adding content to the mod and upgrading it. Very Happy

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Nov 09, 2014 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

The detailing is simple compared to most of my maps (and probably most of DTA's as well), but I don't think it's that bad. The blue tiberium field and the ore fields give it some color and between them there's the players' bases, so in-game it doesn't actually feel dull. If you're looking for art, then you're probably better off playing other maps of DTA's selection though.

It's possible that I will add more decoration to the map later on, but if I do so, it'll mostly be restricted to the areas on top of the cliffs as I wanted to give the players a lot of build space on this map.

Btw, building structures on top of the cliffs has been prevented.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Nov 09, 2014 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
The detailing is simple compared to most of my maps (and probably most of DTA's as well), but I don't think it's that bad. The blue tiberium field and the ore fields give it some color and between them there's the players' bases, so in-game it doesn't actually feel dull. If you're looking for art, then you're probably better off playing other maps of DTA's selection though.


Yeah, I didn't mean to criticize its gameplay value, I'm sure the shape works very well.

^Rampastein wrote:
Btw, building structures on top of the cliffs has been prevented.


I hope you visually supported this by adding some visible terrain obstacles. I've played maps which did this with invisible buildings, overlay, et cetera – it just leaves the player confused to why a seemingly open space is unbuildable.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Nov 09, 2014 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Impressive map, I really dig the multiplayer shenanigans that can take place here. Sometimes pretty isn't the only important part of the map.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Mon Nov 10, 2014 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Add more trees, it will look much better and less dull. Cool map, though. Smile

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drive
Grenadier


Joined: 11 May 2013
Location: In a moving Trompete.

PostPosted: Mon Nov 10, 2014 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hate maps which looks like Tiberian Wars, RA3 or Tiberian Twillight  Confused

RA1 maps had trees which was placed on a nice spot so that you can see it is natural. And in the most important thing: RA1 maps are not so symmetrical

The last map in the skirmish maps in Tiberian Wars looks so but I didnt found an example.

(No offense to your work though)

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Nov 10, 2014 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know that in DTA we have plenty of asymmetrical maps already (including most of my maps). For this map I just aimed for creating a simple, balanced layout that offers aggressive gameplay. And from testing with Bittah I know that it works. Smile

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Nov 11, 2014 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

This reminds me of a certain Age of Empires map...

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