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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Sun Nov 11, 2007 3:45 am    Post subject:  Work In Progress Reply with quote  Mark this post and the followings unread

Since my other two maps had a few problems with lighting, I am posting this one so I can get some feedback.

Final Edit: The map is now available to download in the Finished Maps section.



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SCRN0000.PNG
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SCRN0001.PNG
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SCRN0002.PNG
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Last edited by Longshanks on Tue Nov 20, 2007 2:31 pm; edited 8 times in total

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Sun Nov 11, 2007 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is usually better to post images of the map so we don't have to waste time downloading it and opening it is Tiberian Sun of Final Sun.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Nov 12, 2007 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

The colors of the map make me think there is a non-stop ion storm on that map...

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Mon Nov 12, 2007 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, no ion storms. I was trying to make the map look like there had been several major battles in the region.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Nov 12, 2007 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

That first screenshot is a bit shit, don't you think? Confused

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Mon Nov 12, 2007 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

How so?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Nov 12, 2007 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Empty, ground is repetitive, and so on.

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Mon Nov 12, 2007 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I will try and add some more detail on the map before I release it. However, I originally asked for some feedback on the overall lighting on the map.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Nov 12, 2007 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

The lighting is perfectly fine in my opinion. Just this map lacks detail, which means lack in variety, which also means lack in amusement. I Certainly hope this is very far from completion if it's a work in progress. Confused

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Mon Nov 12, 2007 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Aro
I think the point of the first picture was just to give an idea how the lighting would look.
@Longshanks
I'm interested at the light levels, can you post them please?

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Nov 12, 2007 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't worked with ts maps or ts at all, (but I love to make YR maps and mods). for the old base, how many buildings types are there total? is there a war factory and a barracks of some sort? it's giving me an idea...

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Tue Nov 13, 2007 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Tartan Bunny
Here are the lighting values.

Ambient=0.600000
Level=0.050000
Red=1.450000
Green=1.000000
Blue=0.300000

@DaFool
You can add an old TD war factory, but that and the ones in the screenshot are the only ones that were included in the game.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Tue Nov 13, 2007 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lightning is a tad bright, if you wanna go for a rather red atmosphere (seems like that's what you're trying to do), take something along the lines of:

Ambient=0.750000
Level=0.050000
Red=1.150000
Green=0.950000
Blue=0.600000

The main point is that all lightning values higher than 1.2 and lower than 0.5 should be seen as extremes and will not make your map look good.

Besides, I like the way you tried to detail the hill with the old factories etc. and the dead tree. The only problem is the overall setup of the map. It needs more height variation. I'm not just talking about cliffs, but also mere slopes. Another problem with many new mappers is their way of placing cliffs and their way of designing the layout of a map. They start by placing around the structures and units they want first, then place some cliffs where they want them. You should realize that in the real world, the buildings were placed there after the hills took shape. Crafting the height differences (mainly talking about cliffs here) of your map before adding buildings etc. . Then you should alsonot forget basic ground detailing. Every mapper has his/her own distinct style, but you should never forget that too much blank ground gets boring and ugly. Dump in some sand, rocks and grass and be sure to use the appropriate trees on those ground types. For example, too many dead trees on grass make no sense and a bunch of very green ones on sand, ditto.

It's a typical beginner's map, but you've made a nice start. Keep mapping! Smile

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Tue Nov 13, 2007 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would refrain from using the old TD buildings because of their light problems. It is better just to leave them in maps with normal lighting. The same applies to the walls and bridge hut.

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Wed Nov 14, 2007 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

just add more details through out the whole map and you should be fine. ooverall the concept is nice but it lacks general, but critical, details to make the snobs here even pay attention to it.

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Wed Nov 14, 2007 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

This area has been fought over a lot by GDI and Nod in the past, so the TD buildings are staying. I have posted an updated version as well as some newer screenshots. However, the triggers are still being worked on.

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Wed Nov 14, 2007 4:04 am    Post subject: Reply with quote  Mark this post and the followings unread

There is a mistake a the bottom of the road in the second picture.
hmm... I think it still needs more detail. Keep on working on it.

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Thu Nov 15, 2007 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have updated the map.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Nov 15, 2007 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

By looking at the minimap, it still looks quite flat and plain...

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Thu Nov 15, 2007 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated, still plain, but definitely going in the right direction, keep it up.

A few pointers:
SCRN0001.PNG - the bottom of the road is missing the graphics for it.
SCRN0000.PNG - try mixing the cliff-tiles you use, so its not an endless repetition. Also, don't always have directly straight lines. Some variation in the cliffside is always a good thing to have.
Also, use Marble Maddness mode in Final Sun, as this helps you find cliff errors, and ensures you get all the pieces linked.

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Thu Nov 15, 2007 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

The road has already been fixed. I just have not replaced that screenshot with a new one yet.

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Sat Nov 17, 2007 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I have added more ground details to the map. If no one else has anymore suggestions, I will post the map over in the finished maps section in a few days.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Nov 17, 2007 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

could you make each old building a tech building so you get something special with each one? Like free missiles with the temple, and cash with the silos? Or even more devious, TD units with capture of war factory.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Nov 17, 2007 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

No! Don't! Please don't!
Or it will be just race to them, and then ppwn the entire computer base.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sat Nov 17, 2007 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Its possible Smile

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Longshanks
Cyborg Soldier


Joined: 20 Oct 2007

PostPosted: Sat Nov 17, 2007 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was not going to, gufu. However, it is a nice idea. I have not heard of using the temple for missiles before.

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