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[FS] Desolation Of The Evergreen (2-4)
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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Sun Nov 04, 2007 2:45 am    Post subject:  [FS] Desolation Of The Evergreen (2-4) Reply with quote  Mark this post and the followings unread

Hi again everyone, here is my third map, and after my first two spotlighted maps, this map hopefully reaches the same level of quality.

The map depicts a red-zone known as the Desolate Evergreen, one of the earliest red-zones with unique flora that somehow manages to survive in the tiberium-induced lands of desertification, indeed, even the lakes and rivers dried up. An outpost exists in order to defend a nearby protection zone, however few maintain it, rather leaving the firestorm to defend against mutated onslaughts - nobody dares enter an old red zone. Intel suggests that it has become a safe hideout for exiled mutants, curious Aboreus tiberium-types, and resource dumping/trafficking.

Back from the story, the map facilitates 2-4 players, with the inner two players on high ground and the outer two on low ground. There are various entrances, and all sorts of tiberium scattered about the place. You can observe all the details in game I am sure... Wink

The map requires either FS or a mod which includes all of the content of FS, such as my own mod, TFADW (http://www.ppmsite.com/forum/index.php?f=155), or Diederik's mod, TSTW.

Enjoy, and feedback appreciated.



evergreenmini.jpg
 Description:
Minimap.
 Filesize:  42.08 KB
 Viewed:  30688 Time(s)

evergreenmini.jpg



evergreen3.jpg
 Description:
Many mutated passages and resources exist in the land of the Desolate Evergreen.
 Filesize:  642.62 KB
 Viewed:  30688 Time(s)

evergreen3.jpg



evergreen2.jpg
 Description:
Exiled mutants maintain rigged arrays which are able to detect forces in a large radius (hint).
 Filesize:  558.22 KB
 Viewed:  30688 Time(s)

evergreen2.jpg



Evergreen1.jpg
 Description:
A hastily made warning by GDI patrols earlier in history to ward off lost citizens (if they managed to survive so deep into the red-zone).
 Filesize:  512.66 KB
 Viewed:  30688 Time(s)

Evergreen1.jpg



jmdesolationofevergreen2.mpr
 Description:
The map, save to Sun directory.

Download
 Filename:  jmdesolationofevergreen2.mpr
 Filesize:  243.95 KB
 Downloaded:  1707 Time(s)


Last edited by j4m3sb0nd on Mon Nov 05, 2007 2:27 am; edited 1 time in total

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sun Nov 04, 2007 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks very good; the lighting is present, but not overdone, I like it.

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Sun Nov 04, 2007 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Some more screenshots.



evergreenfix.jpg
 Description:
Exiled mutants setup a small home amidst the pit of weeds and resources.
 Filesize:  730.89 KB
 Viewed:  30677 Time(s)

evergreenfix.jpg



evergreen11.jpg
 Description:
GDI Red-Zone Outpost.
 Filesize:  495.98 KB
 Viewed:  30676 Time(s)

evergreen11.jpg



evergreen7.jpg
 Description:
Plenty of routes to traverse.
 Filesize:  487.47 KB
 Viewed:  30676 Time(s)

evergreen7.jpg



evergreen6.jpg
 Description:
In a red-zone, you should be wary of the dark.
 Filesize:  502.05 KB
 Viewed:  30676 Time(s)

evergreen6.jpg



evergreen4.jpg
 Description:
You can see the dried up lake-bed.
 Filesize:  440.09 KB
 Viewed:  30676 Time(s)

evergreen4.jpg



Last edited by j4m3sb0nd on Mon Nov 05, 2007 2:24 am; edited 1 time in total

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Nov 04, 2007 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

VERY nice dude, very nice.

I love the lighting, it brings the whole map to life Wink

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sun Nov 04, 2007 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

i like the town and all the map its a epic eye candy needs a stoplight ! i think

now this is CNC2 red zone peoples. :p

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Nov 04, 2007 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Very nice map, but i do see some things that you could change:
-the veinholes look odd because they are too close to the sandbag wall. Place them a cell further away, so the veins look normal.
-did you connect the veinholes by veins? If so, if you kill 1 veinhole, all the veins will die, and the other veinhole won't produce any more veins.

Still, i request a spotlight here Smile

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sun Nov 04, 2007 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's very nice but I differ from the others about the lightings, I tink they are slightly too vivid.

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warlord
Vehicle Drone


Joined: 07 Feb 2007
Location: Barnsley, UK

PostPosted: Sun Nov 04, 2007 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really like it. It's different than a lot of maps imo.

Great work Wink

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Mon Nov 05, 2007 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the comments everyone!

I have now updated the map; fixed the veinholes and veinhole lighting; and one cliff error; please redownload if you wish for the new version

Last edited by j4m3sb0nd on Mon Nov 05, 2007 2:42 am; edited 1 time in total

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Team Black
Defense Minister


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

PostPosted: Mon Nov 05, 2007 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Downloaded the new version. This is a very nice map, definitely spotlight!

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