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The Scarlet Infinity (2)
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Mar 18, 2010 4:11 am    Post subject:  The Scarlet Infinity (2) Reply with quote  Mark this post and the followings unread



The Scarlet Infinity: Littered with GDI and Nod forces, Crawling with Metal devouring veins and as hot as the sun, the Scarlet route is definitely one to be avoided in armor transportation. Powered down GDI and Nod outposts in the area may prove useful to commanders to help fortify their positions and take control of the valuable Tiberium fields.


(Click to view map in actual size)

Map made by Q45!

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Thu Mar 18, 2010 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

hrmm was iffy about it at first when i saw the smaller mega but after looking at the bigger mega it seems pretty good..but here's my 2 cents...

-right side player is a bit closer and with less vein interruption to the outpost and extra resources up top than the left side is...though i guess the balance to this is the bit of extra build space in the starting area the left side has...

-those vanilla TS cliff ramp set pieces REALLY need the TI make over...they look atrocious right now, and similarly but not as eyesore-ish as the other non-TI-ified terrain would be the dirt roads...those need done too #Tongue

-then a minor thing that's just bothering me would be the way the slope area looks above the GDI outpost...it just seems..i don't weird...can't explain it very well right now..i think it's a mix between what seems to be repetitive-ish looking slope design and also the fact that the water above it seems so out of place for such a hot area especially on that high of ground...

and i'll stop there before i create a bigger wall of text trying to describe what i mean.
but finally...i know it looks awesome...but please limit the sea of veins to only a few maps #Tongue it would make those maps extra special ya know.

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

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Mar 18, 2010 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Right player's starting location is also bothering me. It is just too close to those outposts and the third tiberium field..

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mentalomega.com

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Mar 18, 2010 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe there should be a ridge that forces the right player to go through a longer route?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Mar 18, 2010 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks pretty fun, shame the 'Weed Clearer' logic doesn't work in TS, as it would be certainly useful for GDI in this map

My only real gripe is the layout of the two outposts at the top, the two huge cannons and the symmetry between them both doesn't look great IMO

but that's a minor issue, other than that the map looks like it could be fun! Smile

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Thu Mar 18, 2010 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks great despite the issues already mentioned.

I assume when you put pre-placed Nod power plants and GDI structures on this map, you intend to keep to the original foundation sizes when you replace these graphics with your own for the mod? Otherwise you'll have to readjust the layout of those outposts later.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Mar 18, 2010 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't really add anything useful, you all beat me to it.
The road in the middle makes me think of that map in Generals, Highway something.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Apr 01, 2010 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just noticed that the player on the right has quite a big advantage on this map because their base is right next to the neutral base and extra blue/green tiberium field. They could quickly capture/destroy the neutral base and setup a refinary base

The bottom player is miles away from both of these things and on top of that has a huge! vein field blocking them too... on either side

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Apr 01, 2010 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

The southern player has more buildingspace.

And war is never balanced.
But you do have a point.

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