Mission Briefing:
Southeast of the supercity New Dallas (on which construction has been halted due to the recent war), there is a group of islands valuable in resources. Many here live simple lives with simple tasks. Both GDI and Nod were dominant here, but left for reasons unknown to us at this time. We may or may not have left behind technology. The local militia guarding the supercity abandoned their posts a few months back, but again, nobody knows why. It was hoped by many living in the area that maybe the war would forget the place and let them live in peace. However, the abundance of resources and possibility of left-behind technology is too much. Go and scout the place out, Commander. This area is prime for air assaults, so building an air force and stout air defenses are your main objectives. Other commanders are here looking too, however, so be careful. If you find any tech, use it to your advantage. Good luck, Commander. You'll need it.
End Transmission.
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Yes. Here you are, your wonderful screenshots of doom.
PS: All your base are belong to daTS
Minimap!
Some complex cliffwork, i must say.
Lovely little cove... makes for great ambush position.
Recent Floods destroyed the small town once on the western island.
This small city was abandoned after a Tiberium outbreak. Most of the citizens moved north and established newport.
Newport was a peaceful settlement... Until we arrived. (Ironically, during my "test" battle, this city was largely untouched.)
Ah, nothing like a crisp, north breeze blowing right off the open ocean to freshen you up before battle!
_________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young Last edited by daTS on Thu Nov 01, 2007 5:16 am; edited 2 times in total QUICK_EDIT
Then somebody needs to fix either the temperate ini code or the shp used by the water cliffs. _________________ Last edited by IcySon55 on Wed Jan 02, 2008 10:23 am; edited 1 time in total QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Wed Oct 31, 2007 9:18 pm Post subject:
Yeah, I wondered about that. I looked and didn't see any cliffies there.
Anyways, I'll upload new screenshots in a while. I'm updating the map, yet again. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Fri Nov 02, 2007 9:23 pm Post subject:
well, i think that might be the light background that PPM has. Ingame it actually looks... darker.. and more eerie. The tiberium fields stand out more ingame.. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Nice work. I think you could make the Tib fields less anqular. Try different Tiberium types (Green Tiberium 01,02,03, etc.). _________________ QUICK_EDIT
Review:
Lighting: 8.5/10 The lighting was nice however there were a few things I think you could have done to spice it up some more. Such examples would be adding emphasis on the waterfalls, adding more to "New Dallas" as it seemed bland to me, slightly brightened the overall lighting up as it seemed a bit dark. Although if it had a day/night loop on it then it woulda been fine that way.
Layout: 8.8/10 nice layout really. but it just seemed it needed something although I couldn't quite place my finger on it.
Triggers: 7/10 Well the moving traffic TB added in was somewhat nice...though it was just one loop which got annoying. (although I only saw a bus and a loaded truck) Then array one didn't work wacko.gif I kinda edited it and went and played it again and already forgot what you originally had for the event but yea...it didn't work.
Gameplay: 7/10 It was ok but I disliked how you added in the missile silo and the Advanced comm center with the ion cannon. Generally try to stay away from that on MP maps IMO. Also the AI won't make a move on you at first since all the bridges are destroyed...I suggest at least having 1 fully connected route from player to player so that early attacks can happen fast and the AI will actually detect you sooner.
Also I'm somewhat surprised some of the bridges repaired due to the fact that most of the time a bridge that is longer than 12(or was it 15) cells will not fully repair unless supports are added in. Also another thing to do with the bridges...I think some of them have pieces floating above the cliff bridge part because I had seen a few times that my infantry went dark when crossing that spot on a few of those and also in one case they suddenly appeared a lot higher than they were just at.
Overall: 7.825/10 just barely out of reach of a spotlight vote from me. update and add to the lighting and maybe add in some other things and you will get it from me.
(and i really need to stop giving such LOONNGG reviews....)
_________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
The lighting reminds me of rusted iron lol. Other than that it seems like you out some effort into this one. I say 7/10... _________________ INTOLERANT OF IDIOTS QUICK_EDIT
Well I feel the need to say Congrats Anthony/daTS/whatever your calling yourself this month.
I hope we can expect some good 3dmodels and a good new map in the future sometime. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
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