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 Forum index » Modding Central » Tiberian Sun Editing Forum » Map Archive
[FS] Island Warfare 2.2 (2)
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Oct 31, 2007 4:14 am    Post subject:   [FS] Island Warfare 2.2 (2)
Subject description: UPDATED! [huge pics]
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Screenshots have been Updated!
Thanks to Team Black for the trigger help.

Anyways, here:
----------------------------------------------

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.
----------------------------------------------


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!



IslandWarfare.zip
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 Filename:  IslandWarfare.zip
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Last edited by daTS on Thu Nov 01, 2007 5:16 am; edited 2 times in total

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Wed Oct 31, 2007 7:11 am    Post subject: Reply with quote

As I said on tibweb, the lighting is way too intense.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Oct 31, 2007 8:33 am    Post subject: Reply with quote

Does look good though. I will download it when im home (i'm at school now)'.
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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Oct 31, 2007 3:28 pm    Post subject: Reply with quote

Cliff errors! Everywhere...and I didn't even have to download the map to see them.
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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Wed Oct 31, 2007 5:36 pm    Post subject: Reply with quote

err.. where?

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Oct 31, 2007 6:52 pm    Post subject: Reply with quote

OK, maybe not everywhere (exaggerating), but there are at least 3 I can see in the last screenshot. (Look at cliff corner shadows.)

I'm not even a mapper. Not a good thing to be asking me that Crashking. Confused
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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Wed Oct 31, 2007 6:59 pm    Post subject: Reply with quote

Actually, there aren't. The water cliff just appears that way sadly. Sad

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Oct 31, 2007 7:06 pm    Post subject: Reply with quote

Then somebody needs to fix either the temperate ini code or the shp used by the water cliffs.
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Last edited by IcySon55 on Wed Jan 02, 2008 10:23 am; edited 1 time in total

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Oct 31, 2007 9:18 pm    Post subject: Reply with quote

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.
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Nov 01, 2007 5:17 am    Post subject: Reply with quote

UPDATED!
*yes, double post, I know*
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Nov 02, 2007 3:37 am    Post subject: Reply with quote

Nice map DaTS, you are getting much better!

I like the lighting you have, some nice effects could be added on the Tiberium fields, but nether the less, its good!

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Nov 02, 2007 9:23 pm    Post subject: Reply with quote

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..
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: A cup of hot socialist coffee

PostPosted: Sat Nov 03, 2007 12:14 pm    Post subject: Reply with quote

Nice work. I think you could make the Tib fields less anqular. Try different Tiberium types (Green Tiberium 01,02,03, etc.).
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Nov 04, 2007 5:49 pm    Post subject: Reply with quote

Explain, s'il tu plait.

Smile
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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sat Nov 10, 2007 8:49 pm    Post subject: Reply with quote

me on tibweb wrote:
ok daTS I finally got around to this. lol

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. Smile
(and i really need to stop giving such LOONNGG reviews....)

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Jan 02, 2008 12:27 am    Post subject: Reply with quote

This map has been spotlighted. Congrats, DaTS Smile.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Jan 02, 2008 1:12 am    Post subject: Reply with quote

I love you banshee!
<3
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ColdSorrow
Vehicle Drone


Joined: 29 Jan 2007

PostPosted: Wed Jan 02, 2008 3:14 am    Post subject: Reply with quote

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...
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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Wed Jan 02, 2008 3:44 am    Post subject: Reply with quote

Well I feel the need to say Congrats Anthony/daTS/whatever your calling yourself this month. Razz

I hope we can expect some good 3dmodels and a good new map in the future sometime. Wink
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