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[FS] Colonies under pressure (4-8)
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CieuxBleus
Vehicle Driver


Joined: 10 Sep 2017

PostPosted: Sun Sep 10, 2017 1:08 am    Post subject:  [FS] Colonies under pressure (4-8)
Subject description: My very first publication here
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Hello everybody,

Here I publish one of my creation called "Colonies under pressure" for until 8 players. This map tells the story of various new colonies in the south of France just after the end of the second tiberium war. Their main objective is to clean the territory and installing people but the sector at the north is still very infected and damaged. GDI obviously supervise and protect the operations.

Why these colonis are under pressure ? Because these terrible conditions at the north can potentially jeopardize the project. This stressful situation can also drastically reduce the interest for the project from the new settlers.


The map contains vein holes, many tiberium mutants and a very rough terrain. The size of the map is the largest possible and the atmosphere is very close to many infected firestorm map.






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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Sep 11, 2017 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Well detailed big map, good effort on farm lands too.

Possible improvements:
- For veinhole placing, one cell is made lower by 1 height and then it
is placed on that cell. This avoids graphics glitch on veinholes.
- Cliffs and water shores could be corrected by going into framework
mode in FinalSun (Ctrl + F) and making those well connected.
- FinalSun plots faulty tunnel entries which results in units getting stuck
at one end of the tunnel. It replaces a directional entry with a -1 on
alternate lines. Those could be corrected by editing the map in a text
editor for [Tubes] or could use Rampastein's tool for correction -
https://ppmforums.com/viewtopic.php?t=42008

Map also has some additional wrong entries, could clean up the whole
[Tubes] section and replot the tunnels again. In FinalSun's framework
mode (Ctrl + F), when the tunnel floor is placed, the coordinates for
tunnel entrance is visible as the crossed green cells.

Could take advantage of Q45's tool for plotting tunnels:
http://www.ppmforums.com/viewtopic.php?t=37881

Other preferences would be:
- constrained starting locations could have more plain base building space.
- Bridge repair huts where it is not present, near some of the low bridges.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Sep 11, 2017 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Looked on the map, layout looks interesting. Map lightning is great and makes nice atmosphere and I like some urban parts of the map. But there are things that could use improvement.

- The build areas are too small even for AI bases. Not sure if its on purpose, but
  the spawn areas could be 2x or even 3x larger.
- Cliffs on some areas have missing tiles C34, C39, C40
- Shores could use corresponding tiles fixes

E1 Elite wrote:

Map also has some additional wrong entries, could clean up the whole
[Tubes] section and replot the tunnels again. In FinalSun's framework
mode (Ctrl + F), when the tunnel floor is placed, the coordinates for
tunnel entrance is visible as the crossed green cells.

Could take advantage of Q45's tool for plotting tunnels:
http://www.ppmforums.com/viewtopic.php?t=37881


Also worth to mention that Final Sun displays switched coordinates, so it needs to be swapped in map file and tunnel tools.



FSimg.png
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FSimg.png



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CieuxBleus
Vehicle Driver


Joined: 10 Sep 2017

PostPosted: Tue Sep 12, 2017 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow Thank you for your dedidaction and your help. Indeed I have some trouble with the bridges. I will try to fix all of your remarks.

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