Joined: 03 Dec 2008 Location: Your Mum Dragons: Lame
Posted: Wed Dec 03, 2008 11:23 pm Post subject:
FS Forgotten Isles [2-6]
Subject description: That's right, 2 in 1 day!
I have a backlog at the moment and just managed to slap together some screenies.
Now, in my opinion it's my best map to date I love the lighting, I love how the AI plays, and I love that I managed to pull off a day night loop! (with the help of one of Ixith's maps, so thanks to him)
Basically a 6 player free-for-all bridge/island warfare map, lots of water, lots and lots of tiberium and plenty of action to be had, definitely worth downloading.
Screen1.JPG
Description:
City to the far east.
Filesize:
62.29 KB
Viewed:
11128 Time(s)
Screen2.JPG
Description:
One of the bases, just wanted to show off the fona patch!
Hey Very nice work! You've definitely improved since the last time I saw one of your maps. (By the way, send me a PM, I'd like to have a talk with you)
Oh by the way, in future please save images as .PNG, .JPG lowes the quality of your images and makes the minimap blury. QUICK_EDIT
Grass and tiberium don't go together. Tiberium leeches minerals from the ground, therefore plants will die or become mutated.
Your detailling is good, but it doesn't make too much sense; there just aren't places with 5m^2 fields of sand, rough ground and grass put together randomly.
I don't see anything wrong with the map balance, although it looks unfair that four players are situated perfectly for allies while the two others aren't. This would be an issue for team play, but not for free for all.
The lighting gives a very special atmosphere, but I can't tell a lot by three blurry pictures. QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Thu Dec 04, 2008 11:12 pm Post subject:
Seriously guys, do you even realize what a kindergarden you started here?
Crash - you couldve expressed yourself better. There is nothing that "needs" to be fixed as this is a minor thing. The map looks fine and I assume is playable as well.
On the other hand Ixith and Aro: Crash was posting his very own, reasonable opinion which BoxDude was thankfull for - even if he thinks otherwise - there was no reason to pick it up and develop a debate out of it.
What was all that fuss even good for? All of you in here know that you ALL are experienced Mappers with a high-quality-map-output so there is probably a reason and a thougt behind the other ones Post.
Now, finally, ontopic:
The map looks good from what I see. Only thing is - ther isnt much to see. It is very dark and those "radial"lightposts dont really go very well I think. Ambient-light - the fading ones - whouldve worked better as the light seems to "cut" buildings.
You may either lighten the map up a bit, or drop some lightsources in the abandoned cities and the Players bases.
I could be wrong though, as I havent tested the map ingame. Kudos anyways as the Screenshots show that you know how to make a decent landscape _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Joined: 03 Dec 2008 Location: Your Mum Dragons: Lame
Posted: Thu Dec 04, 2008 11:19 pm Post subject:
Thanks for the comment. There's actually a day night loop which flits form very dark to very light, I didn't get screenshots of the light for some reason but if you play it you'll soon notice. QUICK_EDIT
Well, no cliffies on my end, so you get the Wiziwig thumbs up.
Although, it seems that each player's starting position has 'too much' tiberium. I mean, this isn't bad, everyone loves tiberium, but if you don't make the player(s) go beyond for more cash, it usually leads to boring battles with players turtling in their own bases with sams/rpgs/obelisks, and those ever-loving superweapons.
In your next map, you should make the tiberium more scarce near the player bases, and instead make huger piles outwards (not just in the middle of the map, but also in the corners. REALLY make them search around for their funds)
Other than some slight improvements to your tile placement, this map is pretty nice. GJ and GL with the next. :V _________________ Ex Cliffie-detector and continued general annoyance. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Jul 03, 2010 2:22 pm Post subject:
Crimmy, why the hell did you bump a 2 year old thread just to bash Crash for something that has already been discussed and buried from what I know. QUICK_EDIT
Here's something I just don't understand about the stupid No Tiberium on the Grass arguments. If Tiberium isn't supposed to be on grass or whatever, how come Westwood placed tiberium on grass in 90% of their maps? Not to mention that one of the Theaters in Tiberian Dawn was completely made up of grass. QUICK_EDIT
Tiberium just doesn't ultrasuck all the elements out of the soil in one go. Its like a weed. It EVENTUALLY will overtake the grass, as it apparently has in TS. We don't know how long this process is, but it is somewhat fast, but not ultra fast. I mean, it took 30 years for the planet to look the way it does in TS... _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum