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FS: Once Upon a Midnight Dreary [3]
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777goku
Vehicle Driver


Joined: 09 Feb 2007

PostPosted: Fri Feb 09, 2007 5:37 am    Post subject:  FS: Once Upon a Midnight Dreary [3]
Subject description: w00t first map here
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intro:
Welcome back commander,

After the fall of CABAL's forces therestill remains unrest in the citizens. They are scared that we won't be able to colonize this land in time.

This small area has not been claimed by anyone because of the high concentration of tiberium in the area... meaning this tiberium is extra poisonous. The air here is polluted. Recent advances in eva suits have added filters.

Tiberium is wrecking havoc in the echo system, foliage and dessert are right next to eachother along with barren rock. A local lake has been poluted to the west.

Luckily, a satellite is above your location and we should be able to transmit the map to you shortly. A few mutants are in the area along with some strange militia, which have salvaged an old base for some weapons.

If you can establish a base here, it will hopefully calm down the people at home. If you should so fail (which I don't think you will, I mean really, its just establishing a simple base) all of the world will break out in riots.
Its your job to take this land commander, the citizens of the world are counting on you.

END TRANSMISSION




You: Are we almost there?

EVA: We will arive in 32 minutes and 54 seconds...

12 minutes pass...
***************

EVA: 20 minutes and 23 seconds to destination

Getting up you talk a walk to the back of the plane.

You: How do they fit this whole building in this MCV???

EVA: Certain metals are used that shrink at cool temperatures. Once warm air touches the metal it... Missiles Approaching...

You fell the aircraft swing left and right

Boom!!

You feel the bones in your body rattle

EVA: Prepare for an emergency landing.

You land safely on the ground.

You breath in the salty - musty air that is filtered by your EVA suit.

EVA: The air is 82% contaminated

You: Hey, you, go and scout out the territory. EVA distance to target point.

EVA: 1.2435 miles.

1.2435 miles later
***************

Hey guys, wake up, we're here.

EVA: We can assume that the rest of the squad that wasn't shot down by the unidentified enemy unit is here.

You: Everyone scout around the area.

You think to yourself: I don't buy the generals pet talk about this being easy... why would he have sent along multiple MCV's?

Soldier: Sir, I think you'll want to see this... its some sort of leech AHHHH!!!!

EVA: Unit lost, 20,000 tiberian lifesigns detected, some with human genes

You shout over the intercom: Everyone, return to the base!

Just then, the "dead" scout attacks you, but you manage to gun him down with your pistol...


This is only the beginning...


Mission Adjectives:

1: Establish a base in this area

2: Destroy any hostile or infected units


EVA: Enemy reinforcements have arrived



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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sat Feb 10, 2007 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

unfortunately i cant dl right now so these comments are based off of pics. but i will try and dl it soon and look more into this so i can give you a more better and thorough review.

review based from pics:
-looks a lil bit dark for my tastes.
-maybe use more varied terrain here and there as the minimap shows big globs of just one LAT. (which is sometimes ok with the sand and grass though for a more realistic.
-all your tiberium fields seem to be large. which is ok but i think you should place some smaller ones around the map maybe.
-and your water seems a bit blocky based from the minimap.

sorry for the lack of comments in the review but those pics are a bit dark and i cant see whats in them vary well. so more or less these comments were based off of the minimap mostly. but like i said i will try and dl it and give a better review soon.

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Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

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Disturbed
Civilian


Joined: 02 Feb 2007

PostPosted: Sat Feb 10, 2007 4:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Firstly 777Goku, welcome to PPM. Second of all, i must say this is not actualy that bad for a first map.
Though not being bad for a first map, it still has alot of faults...

1) The Tiberium fields - They are far too big, they do not look natural and is just simply too much money.

2) Lighting - Very dark, pretty much too dark, you can hardly see the terrain. The invisible lightposts you have used in the Tiberium looks blocky... All this can be improved just by learning over time, so don't worry about it. Wink

3) Terrain in General - Not bad for a first map, cliffs do not looks too bad, but still alot of them are repeated and very striaght... You have used slopes quite alot which is good, you do not want to be fighitng on terrain which is just completly flat and boring now, do you?
The river does not look to bad, but is still pretty straight and looks a little unnatural in shape, try making the shores by yourself and turning autoshore off... Beleive me, you will find this alot more rewarding in the outcome of your river, late etc.

Overall - Not bad at all for a first map... You will learn how to make better ones over time by learning some more complex and advanced stuff, good luck in your mapping future. Wink

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777goku
Vehicle Driver


Joined: 09 Feb 2007

PostPosted: Sat Feb 10, 2007 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

ty for the comments and help! Smile

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sat Feb 10, 2007 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

no problem but i have more for ya now that iv dled it and looked at it.

finalsun review:
-slope set errors are here and there where you actually used slopesets but in some areas it seems you didnt even try to use the slope sets and just tried to level the ground past the cliffs.........use the slope sets. i see your back ones arent placed properly either. which is weird cause it appears that you do have marble madness though. so obviously just like the cliffs follow the burgundy lines to connect the slope sets to the cliffs. also the back slope sets have 3 parts not just 2. ( i think there is a tutorial on these somewhere...if i find it ill link you to it.
-your LAT (ground types) looks squarish.
-you have shore errors here and there on your river
-only place lights near things that will be there permanently. i say this cause i see a green tib field with no tib tree in it yet you have a green light.
-you seems to love your hills a little much.....i suggest using more cliffs rather than tons of hills like you have in the left portion of the map. now dont get me wrong hills are good......but you CAN overdue on things like them. and plus its better to have more cliffs.
-also do your 2 triggers actually work? cause i dont think that event works unless there is already a thing on the map or a unit that deploys into that thing is already on the map. plus i would think it would cause errors when there is more than say 2 GDI on a map or 2 Nod on a map.

thats all i have for now though......if i play it ingame ill give ya more again.
i hope some of that helped ya.

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Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

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777goku
Vehicle Driver


Joined: 09 Feb 2007

PostPosted: Sun Feb 11, 2007 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you, I'll make sure lights go only where permanent stuff is going to be and I'll tune the mountains way down. Also I won't use autoshore.

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