Posted: Fri Nov 23, 2007 8:33 pm Post subject:
Lake Istelv (2-4)
Subject description: oh shi- map numba 23 the cursed number XD
Well after many delays from me being on an off mapping time here it is.
Name: Lake Istelv
Map Maker: Ixith
Map Size: 110X115
Players: 2-4
Theatre: Temperate, Lake
Info: This is a 4 player Lake map. The map provides players with a nice place to wreck havoc upon. Plenty of build room for players and there is plenty of tiberium to harvest throughout the map. Tactical possibilities are everywhere such as higher ground, pinchpoints, and the use of bridges. This is my 23rd released map so enjoy it.
Story: Lake Istelv is a very clean lake that has 2 rivers providing it with its water and lets out as 1 river in the South. The communities around the Lake have always been quite productive and active. The area itself has, for the most part, avoided being infected with Tiberium.
yea the story sucks but hey this map wasn't really based off of a story. Also note that Lake Istelv is yet another geographical site of the Leviasc/Holixe/Yelcraz series.
Pics:
Minimap
before day/night loop starts
night
day
MEGA PREVIEW!! Thanks to TeamBlack once again. So lets all give him a cookie! lol
_________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! Last edited by Ixith on Mon Nov 26, 2007 1:21 am; edited 1 time in total QUICK_EDIT
I.R.Not Satisfied.
This mean's i have to give a full review. Ahh, should enjoy doing so. As soon as i'm not busy mapping my ass off myself. Downloaded, and i shall give you a review as soon as i can. QUICK_EDIT
Detail 9 / 10 - As usual, great detailing, not much to say really. Again as usual, the cliffwork is great and the villages and cities look nice too. The only thing that dragged you down from a 10 is the VERY little use of sand. A Little bit of sand in little places looks good once in a while. xD
Lighting 8 / 10 - Once again, as per ususal, the lighting was good too. Before the Day night trigger occured, i was liking the lighting alot, the blueish lighting had a nice feel to it. When it started to get darker, it was still a nice feel. However, come daybreak, the feel had gone, in certain area's the light was too bright, and the waterfall was giving me seizures. O_o
Layout 6 / 10 - The map has a pretty cool layout to be fair. Area's link-up, certain places are only accessable through one way, bridges etc. A few tunnels and it'd of been some kind of urban maze. The Layout of the tiberium was what i HATED , no but seriously, the ammount of tiberium next to the bases is not enough, i was running low on funds before i had built a radar. Theres that, and then theres the fact that the tiberium was also pretty far away from bases. Build space looks equal, i see no issues there. So all in all, the tiberium in the layout is the ONLY thing that bothered me.
Triggers 7 / 10 - Day night loop, always nice to see. A Few moving vehicle triggers, again, it's always nice to see, and the light's out thing was a good one too, helped give a little feeling towards the map. Though because of the size of the cities and the little villages on the map, you could've done plenty more moving vehicles.
Overall 7.5 / 10 - I Liked it, i had fun, and the AI wasn't that bad either to be perfectly honest. What dragged the score down was simply the Daybreak lighting, i blame the waterfalls! Burn them with fire! (God knows how you're gonna manage that ). The Tiberium was a big drag down, both too far away and too little in some area's where it is most needed. Triggers where fine but the more the merrier y'know?
There you go, Enjoy your full review!
Oh, and i found a cliff error (Vengeance is Sweet! )
well thanks for the review Aro. But honestly the tiberium is like that for a reason and thats to make you think whats more important early on in the gameplay. tongue.gif I think you just have to be a little bit more like the AI and start pumping out the harvestors and harvesting the closest 3 fields and any extra areas that have some tiberium Cause when I started harvesting all 3 fields closest to me in game play I was being crammed with cash and kept hearing "silos needed" thing.
As for the waterfalls being too bright. I honestly say they aren't half as bad as usual. Hmmm I might reduce the invis yellow light more.
The little use of sand is cause its a big time not that effected by tiberium yet. If the sand could be used to make decent looking beaches then I would have used it in a few spots but it doesn't so I didn't.
Oh trust me there will be more moving vehicles for the RO version tongue.gif The only problem is with moving vehicles is I didn't quite want to use all the waypoints just yet. I mean I came close to doing so on Yelcraz LOL. (I actually did have them all used on Yelcraz for awhile but i removed a trigger from the final cut which removed quite a few waypoints.)
The day/night loop I though was just like in real life as you get this nice night feel to it but then during the day you just have this bright meh feel. lol This day/night loop actually pushed into a more real like day and night I thought as most just hardly change.
I shall go fix that cliff error which I surprisingly didn't find when doing minor changes here and there awhile back. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
Now that I got TS installed, I'm giving it a proper review.
Detail: It has to be 10\10, I can't say much more. It's reaching a level of total perfection!
Layout: I love it. I once again don't have much to say. 9\10
Lighting: You've taken control of the lighting very well. I love it. But the lighting does become too bright at day time. 7.5\10
Gameplay: Hmm, you gotta move to another islands, and the bridges can be destroyed to prevent the other player getting around. And I think it could be played like a 2 vs 2 map. 8\10
Overall: Something I DO NOT like is how you built the cities. This seriously drags the total score down a bit.. 8\10
I think it should be spotlighted if you prevent the lighting becoming so bright. But to be honest I'd like a change in the cities too
But overall, nice work! QUICK_EDIT
Ixith... Do you feel, erm... Ok? Theres ALOT more cliff errors than usual.
actually yes I do feel ok. I looked at my copy of the map and did not see these 2 errors. However, I talked to a few others and they said they were there to. This quite confused me as I have not changed or fixed any cliff parts in more than like 2 weeks and before I had Zipped. So the only conclusion that I could come up with is that somehow it got corrupted or errored during the compression process into the ZIP and those 2 cliff errors formed. At least thats the only thing I can think of as my copy is the only copy that was not ZIPed up and the only things I have changed since before I ZIPed is adding in special RO stuff.
but anyways I did fix the first one which was there.
Also other fixes/edits include
-Overall Day Light has been reduced by 10 so now it shouldn't be as bright during the day.
-Waterfall yellow lights have been set to turn off during the day time so they don't get really bright.
-Added in the Scrooge text trigger that I always have for when you destroy the churches. lol
and I think thats it...maybe
any more comments? _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
Thanks Banshee for the 2 spotlights (didn't feel like posting in both.) But I feel another good one or two...or 3...or so coming for the early quarters of this year. Anyways.....an Update may still come to this _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
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