hmm, somehow this is familiar to me. If i only knew from where.
Great map. Maybe i overlooked them, but the hostile neutral units (grenadiers, flamethrowers, turrets etc) are missing.
However it's fantastic to see this one next to the DTA version. They both look great similar, yet different.
The island with the dinosaurs, er mutants in the southwest is missing. _________________ SHP Artist of Twisted Insurrection: Nod buildings
hmm, somehow this is familiar to me. If i only knew from where.
At least someone spotted it =P The DTA version isn't the original though (although I think it's much better than the original); the original version was made for TS/FS and was spotlighted at Tibweb 4 years ago. This TI version is a modified version of that one.
Lin Kuei Ominae wrote:
Great map. Maybe i overlooked them, but the hostile neutral units (grenadiers, flamethrowers, turrets etc) are missing.
Based on feedback I've got from the base TS version and the DTA version, a lot of people found the neutral units annoying, so I cut a lot of them for this version. I did leave some of them, although you aren't really forced to meet a lot of them anymore.
Lin Kuei Ominae wrote:
The island with the dinosaurs, er mutants in the southwest is missing.
I always find hostile neutral units quite useful as you can train your units with them.
Some triggered civil attacks might be interesting too.
e.g. attack a civil building and from another building some units are spawned to defend the buildings.
IIRC DTA's version initially didn't have a train (or maybe it was broken?); only the tracks were there, so I ended up adding the trains (+teams/trigger/scripts) myself because Rampastring finds messing with trains "boring" to do
From what I can tell this map has no space for tracks anyhow since the water is in the way. _________________ QUICK_EDIT
Some triggered civil attacks might be interesting too. e.g. attack a civil building and from another building some units are spawned to defend the buildings.
There are some surprises there Not that many, but there are.
Interesting and a well done map. I have to be boring and complain about some things, however Not all of them are glitches or bugs, some of them are my opinions:
- Cliff visual errors, top of the green player
- Lack of buildspace (namely green player)
- Errors with the algae, bottom-right
- Dirt road errors, near brown player
- Bad/square lighting (water cliffs near brown, cyan and red players)
I still love the amount of detail that you put to the civilian settlements. I'm not sure why you used the alphalight posts, as we have a large variety of light posts to choose from? They don't necessary look bad, just reminds me of TS' limited variety of civilian buildings _________________ QUICK_EDIT
It's the Height=14 issue. I don't think it's fixable there except if I remove the cliff.
Crimsonum wrote:
- Lack of buildspace (namely green player)
Yeah, maybe it should have a bit more of it.
Crimsonum wrote:
- Errors with the algae, bottom-right
Ah, another thing to fix when I update the map.
Crimsonum wrote:
- Dirt road errors, near brown player
Same as above, I never noticed those during testing (I wonder if TI has modified them somehow, they never got pointed out in the original TS version and I don't remember modifying those parts of the road in this one).
Crimsonum wrote:
- Bad/square lighting (water cliffs near brown, cyan and red players)
Yeah, the Level setting is a bit aggressive, although I like how it makes lower terrain levels darker.
Crimsonum wrote:
I'm not sure why you used the alphalight posts, as we have a large variety of light posts to choose from?
As you said, those don't look bad. I think they're perfect for smaller settlements and villages where city-like light posts wouldn't fit that well. Other than that, this is the first time I'm doing a city in TI; at first I simply didn't remember that TI had special light posts
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