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Lake of Islands
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Nov 10, 2015 2:40 am    Post subject:  Lake of Islands
Subject description: This is my first map.
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I have made a map that takes place in a lake with interconnected islands.
I submit to you for you review and use.

Also ignore the square island in the upper left corner.

Edit: I fixed some things on the map, but it is still not completely done.
I have now made it have compstomp elements, destroy the civilian array to stop the mutants destroy the nod radar to stop the cyborgs which come after the mutants, I also removed the square island.



Lake of Islands.png
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Preview render.
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Lake of Islands.png



lakeis.mpr
 Description:
The map.

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 Filename:  lakeis.mpr
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Last edited by Isaac_The_Madd on Wed Sep 14, 2016 8:14 pm; edited 4 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 10, 2015 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

As a concept the layout is interesting.
But balancing is pretty bad and the detailing very unnatural looking.

Top player has a lot more tib, with not only blue at start loc, but also easy access to the tib island.

placing 6 or more tibtrees very close to each other looks very bad.

No trees, no rocks, no detailing

The map is too small and the blue border is wrong.
There needs to be at least a 3-5 cell big border between the outer red and the inner blue border. Right now aircraft get stuck at map borders, parts of the details are outside the visible map (blue border)

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Nov 10, 2015 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The tiberium island is full of tiberium life as a deterrent from the island, tho I need to remove a ton of tib trees (I may have placed way too many.)
The reason why there is no normal trees outside the top player's starting area is because they look out of place, and I forgot to put rocks in.

The square island with no normal access has four core defenders and it is surrounded it laser turrets, I have no clue why I put it there tho.
The three main bridges are supposed to be pre-broken but I did not figure out how to make it pre-broken and repairable.


What do I put in the blue border and how do I fix it?

Also the cliff at the top starting position will be fixed later.

Anything else I need to do on this?

Last edited by Isaac_The_Madd on Thu Nov 12, 2015 8:01 pm; edited 1 time in total

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Nov 10, 2015 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

. Since this is in the TS forum I am guessing standard non-modded  TS/FS game.

The layout could use some work but I do sorta like the diamond shape. you sorta got something going on there, but it definitely could use some work as a multiplayer map.

Blue border in FinalSun, is you have stuff too close to the edges of the map. Ingame this tend to be not accessible or visible.

They simply exist outside the players view.This can cause issues with non-short games as sometimes units can get stuck in this border land and you are stuck having to exit the game.


majority of the map is water which is ok but you gotta think about the gameplay space and movement. The only units that can make use of space are Hover MRLS or amphi. APCS. while Nod has drilling units they cannot fight on water. While aircraft can traverse it they still sort of limited to land.

If this was a RA2 map it may make sense to have larger bodies of water as it has proper Naval combat and units.

As suggestion maybe if you made it an arctic map with ice can make this map a bit more interesting.

As a temperate map try expanding the islands a bit more. Think, how are land units going to use this space.

If its a VH monster for them to avoid or fight over. Same with tiberium patches. It is sort of like making a chess/game board.

You also have the sliver of land to the right that doesn't seem exciting, especially the part with the extra VHMs. Doesn't seem they're accessible..

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Nov 10, 2015 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is the lake edge, the vhms over there are for prevention of players making a base expansion out there and dragging out the game.
There is a mutant city over there with some vehicles to steal, also it is very dangerous now.
Also a high density blue tib field it will be more important after I remove most of the tib from everywhere else.

If you use cncnet you can have two players in one spot allowing for the player combination needed to steal a Core Defender, basically a quick way to end the map.

Also the road is supposed to be the way to civilization from the lake, and I probably should put a city in the middle island.

This would be a compstomp and may get a compstomp version when I figure out how to make a compstomp map.

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Thu Nov 12, 2015 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated everything and crossed out some things that I have done from previous posts. I will post ingame screenshot later.

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