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Alpha City (2-4)
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 18, 2008 1:48 pm    Post subject:  Alpha City (2-4) Reply with quote  Mark this post and the followings unread



Alpha City: Thirty years ago, this cities population was almost three times as large as it is now. The outskirts of the city is all rocky terrain which has been known to cause health hazards to those who drive close by hence a very small amount of moving traffic around the outskirts. The city itself is kept healthy and the population try their best to prevent any Tiberium infestation from upsetting their normal way of life; Despite a very small amount of infestation in the city, the civilians efforts have payed off for now. The centerpiece of the city is an Artillery battery supplied to the area by Globotech, however due-to the very small amount of Nod and Tiberium Life activity, power has been cut off from the Artillery battery for 12 years.


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Map made by Aro.

Last edited by Aro on Mon Feb 02, 2009 6:27 pm; edited 5 times in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Sep 18, 2008 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks nice, but I don't like the symmetriccy (is that even a word? #Tongue)...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 18, 2008 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean symmetry. It's not symmetrical but the mini map does give you that Impression.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 18, 2008 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro, good work on the Globotech building. Its brightness is perfect now.
Also thanks for the train. Very Happy

Maybe you should remove the lightpost behind the globotech tower, as the alphalight shines through the building. Or you move the Tower one cell to the SW, closer to the parking lots, so it gets out of the alphalight.

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Thu Sep 18, 2008 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks great Aro, impressive amount of detailing and scenery you've put in the map, the new graphics are also quite awesome, for instance, those light posts and traffic lights look great, and a familiar LAT pattern too.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 18, 2008 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Maybe you should remove the lightpost behind the globotech tower, as the alphalight shines through the building. Or you move the Tower one cell to the SW, closer to the parking lots, so it gets out of the alphalight.


Yeah good idea, I'll get right to it. I Really hate the TS Engines problem with Alpha lighting shining through just about everything. Neutral

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 18, 2008 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like I said on MSN, remove the roaming civilians. Otherwise it conflicts with your description of a healthy town when people start dying on the Tiberium patches #Tongue

Oh, and maybe you should come up with a better name. Here's some suggestions:

Surrounded [2-4]
Nowhere To Run [2-4] (did Firestorm already have a map with this name?)
Captives of Cliffs [2-4]
Wealth of Illusion [2-4]
Shell and Dagger [2-4]
Raid In The Night [2-4]

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!DarkRose
Commander


Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Thu Sep 18, 2008 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yarrr! tis be a great map! with a good story to it aswell Very Happy
Awesome work Aro!!! now MOAR!!! Razz

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Sep 18, 2008 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

^-^ good to see this turning out quite lovely.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Sep 18, 2008 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wanna play this now. Really good and interesting looking map, looks very lonely and desolate outside the city and I like that effect.

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Team Black
Defense Minister


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

PostPosted: Thu Sep 18, 2008 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

AROWHEAD! your train turns are too sharp, it's going to cause some problems for your train

Other than that, I like this map a lot, excellent use of terrain

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 18, 2008 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've been having general problems with the train. It moves fine and all that yeah, but the problem is you have to make it go around a loop, right? Well I've made a loop starting from the Right border of the map and going around into the top border of the map, the train doesn't re-appear. around the other end when it should. Neutral There is no problems with the train itself (the follow user I.D e.g) or the Teams, Taskforces or Scripts, something is either wrong with the track or the loop I've made (No overlay errors from what I'm aware of).

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Thu Sep 18, 2008 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Epic, really epic. Artillery Battery...shouldn't be an Artillery piece? #Tongue Or I'll be imagining 4 Artilleries on 4 platforms...

Very nice urban area. Perhaps add in sandbags or something around the city's Tib fields.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 18, 2008 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Very nice urban area. Perhaps add in sandbags or something around the city's Tib fields.


I don't really fancy adding anything around the Tiberium unless I get some form of new neutral wall (No sandbags). I was going to put sandbags around the artillery based on someones comments in the staff forum, but I never actually got around to doing it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 18, 2008 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

how about this around the whole city?

though it's unfortunately not finish.

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Sep 18, 2008 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

XD those are awesome.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 18, 2008 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would be nice. Smile XTX?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 18, 2008 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

yep.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Thu Sep 18, 2008 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about..."pits"? You don't seem tiberium growing on slopes in-game, do you...? If they do, my bad.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 18, 2008 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Everyone ignored my name suggestions Sad

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Sep 18, 2008 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not at all. I like the majority of them and I'm going to use them for other map names, but I don't think any of them suit this map. Surrounded is pretty good however.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Sep 18, 2008 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried to combine them with the description you gave us. I wanted them to fit the story (Surrounded by cliffs, for example).

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Thu Sep 18, 2008 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Map is looking good, I can already say it will be my first favorite map in TI. :3

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Fri Sep 19, 2008 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty good especially in the detail department. Though to be a bit of a nit picky freak...I personally would think that the Artillery cannon thingie in the middle of the city should be up on a small city cliff or something to set it up higher and bring it out more. Also concerning that thing....typically cities would put their defense on the outside border of a city I would think. Unless of course it is something more of just for show and is dysfunctional.

Also those walls that LKO showed HAVE to be used for a border to the city and perhaps some neutral kind of gate can be made for those walls? They just remind me of a nice fortress city like wall.

concerning your train problem....how close to the maps borders are the tracks? I know I have had problems when the train tracks were too close to the border. (specifically the red line border that ends the actual map and not the blue visible map line)

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Team Black
Defense Minister


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

PostPosted: Fri Sep 19, 2008 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah I'd definitely put that artillery on some low pave cliffs or something, or at least a small hill

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Sep 19, 2008 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Believe it or not, I was thinking the same thing.

Quote:
concerning your train problem....how close to the maps borders are the tracks? I know I have had problems when the train tracks were too close to the border. (specifically the red line border that ends the actual map and not the blue visible map line)


About 3 cells away, I took my track example from Casey's Canyon. But lets not talk about the problems here, I'll get around to fixing it some point today.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Feb 02, 2009 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Large preview added.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Apr 21, 2009 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really think you overdid it with the alpha lamps on this one

Proportionally (not a word that has much meaning in TS) there is almost a lamp per car length... thats alot of lamps on one street!

Other than that I think it looks very good Smile

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Apr 21, 2009 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

The street lamps do get a bit monotonous Confused

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Apr 21, 2009 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really? I thought I never put in enough, I thought they were to far apart myself.
Anyway! Expect to see all my old maps for TI revamped and remade, a lot of my work here is rather dated. Dudeinabox has already starting going over some of his old TI maps.

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