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Stormy Plateau (2-3)
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jan 28, 2009 8:58 pm    Post subject:  Stormy Plateau (2-3) Reply with quote  Mark this post and the followings unread



Stormy Plateau: A total no go zone, not even Globotech is willing to help what might be of any civilians left here due to the extreme hostile conditions. Ion storms set the sky ablaze in an eerie orange light while meteors constantly fall from the sky decimating anything underneath them and reshaping the land as they please, anybody stationed here is either insane, or incredibly unlucky.


(Click for full preview)

Map made by Dudeinabox!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jan 28, 2009 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

And another great map by DiaB

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jan 28, 2009 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is pretty good however 2 things:

- I dont like the city edge on the bottom left, doesnt really look like a city and there are perhaps too many Blue Earth Memorials.
- The general lighting feels a little ordinary.

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Wed Jan 28, 2009 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

1/. City isn't great I agree.

2/. When you get hold of it, play it during an ion storm Wink

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jan 28, 2009 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll be back. #Tongue

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jan 28, 2009 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great work, this is really nice, i love the way the lighting brings the tiberium colours out Smile

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T0X1C
Cyborg Soldier


Joined: 20 Dec 2008
Location: dunno myself >.<

PostPosted: Wed Jan 28, 2009 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

the "city" is fine...mainly because this area is now recieving no help from globotech...doesnt mean it hasnt.. which explains the totalled building with small blue earth memorials next to it....and the large one...but i must say...there are to many c&c TD buildings in there....but over all...an amazing job well done

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Thu Jan 29, 2009 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice destruction map. I love the usage of the dirt roads.

My only complaint which probably doesn't sit on the mappers fault as much as lack of options to use...but despite all the buildings being destroyed I love how the streetlights are perfectly fine and emitting their light just like everything is fine and dandy. Laughing

So yea...if possible i'd make most if not all the streetlights damaged too and then turn off their lights cause I doubt damaged streetlights would be getting the power to the actual light emitting bulb/thing.
Maybe special damage frames/different but damaged light posts in which the light is emitted in a weird way can be made also?

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In Soviet Russia, grass grows on tiberium!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jan 29, 2009 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Maybe special damage frames/different but damaged light posts in which the light is emitted in a weird way can be made also?


Not sure If I'm right or not, but I think that LKO is working on making damage frames or some form of damaged look for the light posts.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 29, 2009 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

@Joshy: alphalights can't be turned off, that's why damageframes are useless. (it would look odd if the damaged lightpost bends to the side but the alphalight still comes from the old position)
I have some research in progress and try to find a workaround for this issue.
To have 2 different versions (damaged and undamaged) with different alphalights isn't good imo, as it would look odd that the undamaged ones never change their shape to the damaged lights.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jan 29, 2009 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're placing those lightposts way too close to each other near the highways. Use 'bout 5 to 6 cells between each one.

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Thu Jan 29, 2009 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any chance someone could get an ion storm screenshot in high res?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jan 29, 2009 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I Can't do a megamap one of an Ion storm, but I can get you a random screenshot:



Ionstorm.PNG
 Description:
 Filesize:  994.87 KB
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Ionstorm.PNG



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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Thu Jan 29, 2009 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cheers buddy...now where's omegabolt #Tongue

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Thu Jan 29, 2009 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol pointed that towards the wrong person LKO. Joshy hasn't been in this thread yet. #Tongue

But yea I forgot about the alpha light posts not being able to be turned off. And two sets of lights that are on but one looks damaged would be kinda silly. However, perhaps it's a good idea to create some non-alpha light post damaged streetlights which do not emit light to place on maps that are total destruction. because right now those streetlights standing tall and fine and emitting light just seems awkward in a dark dreary map of desolation where pretty much all other buildings are in their damage frames.

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In Soviet Russia, grass grows on tiberium!

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Thu Jan 29, 2009 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

My first comment is that I see less of the repeated LAT texture. Very good job there. Very Happy

The lighting is good, both the overall and posts. It gives a very special kind of feeling. You could try using negative light posts too for a bigger variety in lighting.

I really love the layout, it's so sexy.

I can't see any real issues with this map. In short, the map metals. Great job!

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Thu Jan 29, 2009 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks crash, good to hear the LAT is to your liking, I toned it down with you in mind #Tongue

I haven't really used neg lamps much so I shall experiment with them on the next one.

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Crimmy: FUUUUUUUUUUUUUUUUUUUUUUUUU


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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jan 29, 2009 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah, I never even gave you my opinion on this did I? #Tongue

It's excellent, detailing is to perfection, layout is nice and complex and the lighting is fantastic.
Perfect map.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Jan 29, 2009 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The map looks fun to play, only the city looks a bit odd but you already know that.
You're an excellent mapper!

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Thu Jan 29, 2009 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Woo positives Very Happy Thanks for all the comments!

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Jan 29, 2009 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Meh, its... pretty... nice. #Tongue

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FekLeyrTarg
Light Infantry


Joined: 24 Aug 2008

PostPosted: Sun Feb 15, 2009 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you can use those Tiberian Dawn buildings, then this will be my favourite map.
But these are the stock TS ruin versions of the TD buildings, aren't they? (but since it's your map, I respect that)

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Sat Mar 07, 2009 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I could potentially change all the building to damaged versions of TD buildings rather than the standard TS old buildings.

I need to do some fixes on this map too, harvesters getting stuck and such.

_________________
DIAB: Dragons are lame.

Crimmy: FUUUUUUUUUUUUUUUUUUUUUUUUU


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FekLeyrTarg
Light Infantry


Joined: 24 Aug 2008

PostPosted: Sat Mar 07, 2009 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dudeinabox wrote:
I could potentially change all the building to damaged versions of TD buildings rather than the standard TS old buildings.

I need to do some fixes on this map too, harvesters getting stuck and such.


http://www.moddb.com/mods/twisted-insurrection/images/old-structures#imagebox
Those ones, right?

Cool. If I was a girl, I would say that I love you. Wink

I look forward to it.

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Dudeinabox
Commander


Joined: 03 Dec 2008
Location: Your Mum Dragons: Lame

PostPosted: Sat Mar 07, 2009 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah those are the ones. I have updated the map, should be included in the next patch hopefully.

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DIAB: Dragons are lame.

Crimmy: FUUUUUUUUUUUUUUUUUUUUUUUUU


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FekLeyrTarg
Light Infantry


Joined: 24 Aug 2008

PostPosted: Sun Mar 08, 2009 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dudeinabox wrote:
Yeah those are the ones. I have updated the map, should be included in the next patch hopefully.


Cool. Dudeinabox, you rock, man.
You know, those hulkified Tiberian Dawn buildings from vanilla TS look great and make a good atmosphere in missions like the one where you retake Sarajevo, but you can't use them.
That's why I appreciate the fact that you replaced those useless vanilla TS ruins with the useful ones we mentioned above on your map.

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