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 Forum index » Featured Projects » Dawn of the Tiberium Age » Maps
[6] Casey's Canyon
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Jun 15, 2016 10:00 pm    Post subject:   [6] Casey's Canyon
Subject description: By Rampastring
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A re-imagination / re-make of the Tiberian Sun map. It will be included with DTA 1.15.

Click on the preview to see the megamap.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 16, 2016 11:03 am    Post subject: Reply with quote

looks nice
spot 1 and 4 for the turtle players ?! Smile

The wide bridge with tiberium on top looks a bit strange. I think adding some more bridge sections/columns to make it look rather like 3 separate tunnels (2 vehicle, 1 train in the center) would be better.

Is the train moving?
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jun 16, 2016 11:49 am    Post subject: Reply with quote

Looks like a very decent remake Smile I agree with LKO about the bridge, though, it looks very unnatural/unrealistic.
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Last edited by Crimsonum on Thu Jun 16, 2016 11:50 am; edited 1 time in total

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Jun 16, 2016 11:50 am    Post subject: Reply with quote

Thanks for the positive comments!

Lin Kuei Ominae wrote:
spot 1 and 4 for the turtle players ?! Smile

You can indeed turtle there.. until you run out of resources since you only have a single tiberium tree there #Tongue

Lin Kuei Ominae wrote:
The wide bridge with tiberium on top looks a bit strange. I think adding some more bridge sections/columns to make it look rather like 3 separate tunnels (2 vehicle, 1 train in the center) would be better.

I might give it a try. I've previously had pathfinding issues with tunnels that are less than 3 cells wide though, and splitting the tunnel here would make some of the resulting tunnels less than 3 cells wide.

Lin Kuei Ominae wrote:
Is the train moving?

Yes.

Btw, I wanted to give the vinifera trains some kind of an explosion that spawns blue tiberium when they're destroyed, but no such explosion exists in DTA right now.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Jun 16, 2016 12:09 pm    Post subject: Reply with quote

^Rampastein wrote:
I might give it a try. I've previously had pathfinding issues with tunnels that are less than 3 cells wide though, and splitting the tunnel here would make some of the resulting tunnels less than 3 cells wide.

You can fix that the same way as one the other map:
Just keep all tubes you created already when you add the columns and add TUNENT overlay on the cells where you removed the columns. Then place a structure on all of the cells with the TUNENT overlay, make sure the structure is owned by Special and give it Immune=yes and Image=none.
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