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 Forum index » Modding Central » Tiberian Sun Editing Forum » Map Archive
[TS] Lost Contact (2-8)
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Tuc0
Soldier


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sun Apr 23, 2017 5:35 pm    Post subject:   [TS] Lost Contact (2-8)
Subject description: My first map
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[TS] Lost Contact (2-8 players)

Finally finished my first map. Up to 8 players.
Tiberium resources vary from location:
Players near center can guard near tiberium trees easily + having blue tiberium start boost.
Farthest players have to defend their tiberium resources.

There are 2 capturable civilian arrays if you want to get reinforcements. Just capturing array does not grant you the advantage. Once captured, you have to escort technician to your base. If succeeded, technician in your base will retreat and you will get reinforcements 2-times per day. Other players have many options to react:
- kill technician before he reaches enemy base.
- kill enemy units and steal technician.
- destroy civilian array and nobody will ever have any reinforcements.
- capture civilian array to get another technician.

Because of limitations, only one active technician can exist to make house  assigning work, so if array is captured and other player have technician in use, he will get about 2 minutes to finish his task. After time has elapsed, active technician will run away and new one in queue will be spawned.

Using TS Client is recommended for this map.

 update1: cleaned up shores, fixed tiberium

 update2: few minor slopes fixes, smoothed some areas, added some details


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Last edited by Tuc0 on Fri Jul 14, 2017 7:18 pm; edited 5 times in total

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E1 Elite
Gauss Rifle Trooper


Joined: 28 May 2013

PostPosted: Mon Apr 24, 2017 9:51 am    Post subject: Reply with quote

Nice big map.

- The way framework mode is used to draw cliffs and dirt roads, water
shores could also use it.
- Map crashes, most likely because of tiberium placed on slopes near
the bottom veinhole.

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PussyPus
Cyborg Artillery


Joined: 14 Jul 2015
Location: The Arab Country, Time Travel?

PostPosted: Mon Apr 24, 2017 10:10 am    Post subject: Reply with quote

Comment for "Reinf.gif": Very funny story of a man and a cyborg, it's like he is going to take him down but then he left the cyborg, then an aircraft approaches & the end.. Boooooooring story!
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Tuc0
Soldier


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Apr 24, 2017 10:46 am    Post subject: Reply with quote

E1 Elite wrote:

- Map crashes, most likely because of tiberium placed on slopes near
the bottom veinhole.

Thanks, I checked tiberium on slopes several times, I must have missed it. Fixed

E1 Elite wrote:

- The way framework mode is used to draw cliffs and dirt roads, water
shores could also use it.

Yes, I discovered marble madness too late when map was nearly finished. Shores will be improved soon.
 - updated: all shores are now cleaned up.

PussyPus wrote:
Very funny story of a man and a cyborg, it's like he is going to take him down but then he left the cyborg, then an aircraft approaches & the end.. Boooooooring story!

Just a tutorial. Tutorials used to be boring.

Last edited by Tuc0 on Mon Apr 24, 2017 9:14 pm; edited 1 time in total

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Finland

PostPosted: Mon Apr 24, 2017 2:35 pm    Post subject: Reply with quote

Very impressive for your first map! Everything from terrain detailing to lighting to layout is great.

Mind if I include it with the TS client in the next update?
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Tuc0
Soldier


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Apr 24, 2017 2:41 pm    Post subject: Reply with quote

^Rampastein wrote:
Very impressive for your first map! Everything from terrain detailing to lighting to layout is great.

Thanks a lot.
^Rampastein wrote:

Mind if I include it with the TS client in the next update?

No problem with that. Glad you like it.

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HG_SCIPCION
Tiberian Fiend


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Apr 27, 2017 1:33 am    Post subject: Reply with quote

Excelent map... very nice for big bases (RA2 battles) and is symmetric and very detailed and nice ilumination. you're a great mapper!

However, I'm using Global Crisis.  Rolling Eyes


Spoiler (click here to read it):









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Tuc0
Soldier


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Fri Apr 28, 2017 10:01 am    Post subject: Reply with quote

HG_SCIPCION wrote:
Excelent map... very nice for big bases (RA2 battles) and is symmetric and very detailed and nice ilumination. you're a great mapper!

Thanks a lot for feedback.
I didn't know RA2 engine can use TS maps. Your screenshots look truly amazing, great work with terrain/buildings art.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 28, 2017 11:49 am    Post subject: Reply with quote

HG_SCIPCION wrote:
However, I'm using Global Crisis.  Rolling Eyes

wow, do you made sure GC uses the exact same TileSets numbers, same Overlay indexes and same object names as TS so you can import a TS map directly into GC?

Or do you had to convert/recreate the map?
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Fri Apr 28, 2017 2:29 pm    Post subject: Reply with quote

I believe it's the earlier one, According to this thread.
https://ppmforums.com/viewtopic.php?t=42523
Quote:
This maps don't need a previous conversion, only copy paste and play

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HG_SCIPCION
Tiberian Fiend


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat Apr 29, 2017 7:49 pm    Post subject: Reply with quote

RA2 is basically a mod of TS... Overlays are same... and i'm implemented all objects of TS in RA2 (vehicles are temporal for now)
I'm using temperat theater for TS maps and Two "new" (Ecuad and Ecuador_GC) theaters that use same extension of tiles (.tem) and same files...

TS maps dont required any conversion, only a change of file extension (.mpr to .gcm)
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Apr 29, 2017 7:57 pm    Post subject: Reply with quote

Ingenious mod planning to save hundreds of mapping hours. Approved!

btw, if you do have to replace objects on maps, this tool might be useful for you. Wink
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Tuc0
Soldier


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Sun Jul 09, 2017 10:41 pm    Post subject: Reply with quote

Small update2:
Fixed few minor slopes cosmetic glitches, smoothed/detailed some areas

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Mon Jul 24, 2017 1:36 am    Post subject: Reply with quote

I just gave this map a test-play and I gotta say, I'm impressed! I like the whimsical and practical use of triggers, it's a kind of style I can really appreciate.

Here's my feedback:

-Technician is VERY easy to lose! I recommend giving him a speech bubble, or a blinky effect or something so he's easier to spot.
-"Reinforcements have arrived" should have a radar event when they appear. that'll make it easier to find and emply them without searching, or forgetting that they're there.
-Ambient lighting needs improvement. WAY to dark at night. If you're going to make it that dark I suggest giving the player lamp posts to build, and/or placing lamp posts around the map like the cities and capturable structures for example. Ion Storm lighting is the same way. Just too friggin dark.
-The Neutral attackers were VERY annoying. Not challenging-annoying I mean a pain in the butt. The problem is that your units won't automatically attack the neutrals, so you've got to micromanage the crap out of every mutant attack. If player units automatically fired at neutrals though, then I'd say it was a great addition.
-I like the bendy tunnels! I don't know if there's an easier way to do it lately, but back in my day you had to calculate every cell individually to make tunnels like that. Props!

Overall this is the best map I've seen in a long time! Hope you to see more, especially in the SP variety
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 24, 2017 6:18 am    Post subject: Reply with quote

Team Black wrote:
-I like the bendy tunnels! I don't know if there's an easier way to do it lately, but back in my day you had to calculate every cell individually to make tunnels like that. Props!

TS & RA2 Tunnel Drawer by Q45 Wink
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5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

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Tuc0
Soldier


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Wed Aug 09, 2017 12:21 pm    Post subject: Reply with quote

Team Black wrote:
I just gave this map a test-play and I gotta say, I'm impressed! I like the whimsical and practical use of triggers, it's a kind of style I can really appreciate.

Thanks a lot for playtesting and suggestions.
Team Black wrote:

-Technician is VERY easy to lose! I recommend giving him a speech bubble, or a blinky effect or something so he's easier to spot.

In some situations could be. Probably speed will be increased in next update, but for now I am not planning any changes for Technician. The talking bubble idea is not bad, I have thought about it before. But I personally don't like it. For single player missions maybe, but for multiplayer TS maps it does not fit in there in my opinion.
Team Black wrote:

-"Reinforcements have arrived" should have a radar event when they appear. that'll make it easier to find and emply them without searching, or forgetting that they're there.


Probably will be featured later, but I have to test this "Radar Event" action, Not sure if also enemy players are able to see it on radar. I prefer using "go to radar event" keyboard shortcut instead of looking on minimap.
Team Black wrote:

-Ambient lighting needs improvement. WAY to dark at night. If you're going to make it that dark I suggest giving the player lamp posts to build, and/or placing lamp posts around the map like the cities and capturable structures for example. Ion Storm lighting is the same way. Just too friggin dark.

It is true that monitor screen brightness during daytime could decrease the visibility of dark areas at "night". I want the "night" to be recognizable and some areas should be dark because of the night. But I will try to balance the atmosphere and playability
Team Black wrote:

-The Neutral attackers were VERY annoying. Not challenging-annoying I mean a pain in the butt. The problem is that your units won't automatically attack the neutrals, so you've got to micromanage the crap out of every mutant attack. If player units automatically fired at neutrals though, then I'd say it was a great addition.

The latest TS Client makes units to auto-attack armed neutral units. It is true that usually for some reason mutants prefer player's target instead of nearby AI. Also after some time of gameplay the "Neutral Auto-Attacking" patch vanishes and players units no longer attacks neutrals unless ordered to do it. Hopefully it will be patched in future.
Team Black wrote:

-I like the bendy tunnels! I don't know if there's an easier way to do it lately, but back in my day you had to calculate every cell individually to make tunnels like that. Props!

Yeah I had spent lot of time learning about Tunnel building, like broken FS tunnels, reversed FS coordinates or INI tunnel editing. The SWF tunnel tool mentioned below, also saved lot of time and troubles.
Team Black wrote:

Overall this is the best map I've seen in a long time! Hope you to see more, especially in the SP variety


Glad you liked it and thanks for suggestions. I have some concepts in my mind for other MP maps, probably released in fall.

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