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Vorna Valley (2)
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri May 01, 2009 2:12 pm    Post subject:  Vorna Valley (2) Reply with quote  Mark this post and the followings unread



Vorna Valley: No background story


(Click to view in actual size)


(Click to view in actual size)

Map made by Q45!

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri May 01, 2009 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

This one looks like a really nice map
I like the tiberium infested East and West parts of the map, I can imagine a long multiplayer game and having to control these points for late game tiberium

Not sure about the light posts along the dirt tracks....

gd job tho, btw as you are remaking pretty much every map, are you going to include any scripts for mplay/skirmish maps to enhance gameplay

Such as little things like civilians runningo out of damaged and destroyed buildings TD/RA1 stylie ?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri May 01, 2009 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sweetness! Surprised

Btw, try to move the buildings that are in front of the light posts so that they don't stand in the way of the alphalight.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon May 04, 2009 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's ridiculous. Surprised Best 2 player so far!

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St0rm
Laser Commando


Joined: 06 Apr 2009
Location: eating cheese sticks at my new laptop, getting constipated

PostPosted: Mon May 04, 2009 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooh... It's dark better turn the lights on in the civvie houses... can you do that?

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Tue May 05, 2009 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Too many lights imo #Tongue Other than that, it looks pretty good. Starting points needs a bit more detailing like a derelict/scorch mark/road...hmm.

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Q45
Tiberian Fiend


Joined: 28 Feb 2009
Location: Tampere, Finland

PostPosted: Tue May 05, 2009 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the feedback everyone! I made some minor changes to the map, added some details and deleted the light posts along the dirt roads.

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Twisted Insurrection's Lead Campaign Developer

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue May 05, 2009 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed. It'll be added to Twisted Insurrection but I shan't update the megamaps above.

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Q45
Tiberian Fiend


Joined: 28 Feb 2009
Location: Tampere, Finland

PostPosted: Tue May 05, 2009 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, that's unnecessary for such a small change. Smile

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St0rm
Laser Commando


Joined: 06 Apr 2009
Location: eating cheese sticks at my new laptop, getting constipated

PostPosted: Tue May 05, 2009 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

All the maps so far are very good, but how many maps are you actually planning on having when you release it, or is there no limit yet (I hope there is no limit Very Happy )

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue May 05, 2009 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no limit, we'll just keep on making maps until a release (whenever that will be #Tongue (The sooner LKO gets more free time and we get another GDI modeler #Tongue)).

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Team Black
Defense Minister


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

PostPosted: Tue May 05, 2009 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

hoorah

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