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[FS] Country Roads (2-4)
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How would you rate my map from 5-10?
5
0%
 0%  [ 0 ]
6
0%
 0%  [ 0 ]
7
25%
 25%  [ 1 ]
8
50%
 50%  [ 2 ]
9
25%
 25%  [ 1 ]
10
0%
 0%  [ 0 ]
Total Votes : 4

Author Message
diMontana1897
Civilian


Joined: 14 Jan 2019

PostPosted: Tue Jan 15, 2019 1:53 pm    Post subject:  [FS] Country Roads (2-4) Reply with quote  Mark this post and the followings unread

.
Hello everbody!
In 2 days I created this 2-4 players map named after a song...Country Roads. It all started as a sketch on a piece of paper and than the map created "itself" in FinalSun.
It's my first "official" map. It's all part of my free time projects which I love doing. Any critics, positive and negative are most welcome.

I'm new to map creating so if you know any C&C site where maps are shared please copy a link for me.

>> EDIT 1: Changed zip content for download. Added country_road.map, country_road.png,
     MPadded.ini for Tiberian Sun Client (modded) and ReadMe.txt file with instructions.

>> EDIT 2 (26.1.2019): released updated map Country Roads version 1.1
- fixed harversters get stuck in base
- fixed cliffs with missing parts
- improved lightning
- improved build space
- improved passages
- improved money balance
- and a lot more

>> EDIT 3 (30.1.2019): update 1.12
- improved SE spawn build space
- fixed harvesters stuck in N tunnel later in-game because of spreding volcano
- red tiberium lightning replaced with green
- other minor terrain and lightning improvements

>> EDIT 4 (16.4.2019): update 1.13
- minor flora rearrangements
- tiberium rearrangement
- added people for more natural feeling enviroment
- new and improved light posts lightning (propore and in depth)
- added text radio for more interesting play
- added an ion storm (spoiler: can be disabled in-game)
- improved volcano with better vein placement and nicer look
- added spotlight to all towers
- fixed harvester stopped harvesting and got stuck on a tiberium field
- fixed volcano harvesters not going after volcano after placing nuke building
- fixed volcano harvesters stopped harvesting and got stuck on a volcano
- fixed AI get stucked on the bridge on SE spaw
- fixed two missing cliff parts
- minor direction change of SE start spawn
- changed alpha lights with yellow
- changed map and ion storm ambient (in depth)

gameplay settings changelog
- on tiberium death visceroid spawn
- no free radar




WHAT I DID: pictures are before (idea) and after (finished)...



preview30.jpg
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preview30.jpg



NWspawn2-50.jpg
 Description:
...it all started with tihs canyon. I wanted it to be darker...
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NWspawn2-50.jpg



NEspawn2-50.jpg
 Description:
...so i decided higher you are brighter it gets. Lower (under the bridge, corners) you are darker it gets...
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NEspawn2-50.jpg



SEspawn2-50.jpg
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...same here and the city was given negative red mystery feeling...
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SEspawn2-50.jpg



SWspawn2-50.jpg
 Description:
...I added some earthquake, waterfall, tunnel, bridges and lights. So what do you think?
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SWspawn2-50.jpg



Last edited by diMontana1897 on Tue Apr 16, 2019 2:11 pm; edited 7 times in total

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Fri Jan 18, 2019 12:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Looked on your map, here is my feedback:

  Things I liked:  map layout, lighting at most parts of map, some river parts have some nice details.

  Few things to improve:  more build space, there are also narrow passages, harvesters get stuck in bases.
Spoiler (click here to read it):


  Things I didn't liked and should be avoided/fixed:  lot of terrain parts have repeating pattern, it never looks good or natural (clifs, shores, trees, water), also straight line terrain and cliffs look kinda artificial.
Spoiler (click here to read it):


Cliffs have missing parts, 1 cell sized cliff parts from image bellow should be used.
Spoiler (click here to read it):


Not sure if intensional, but some parts of road are using wrong road tiles, that should be used only as crossroads.
Spoiler (click here to read it):


To sum up, it's good start to mapping, also map paper sketching always comes handy.


For CnC  site with maps, I think you can find lot of maps here

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diMontana1897
Civilian


Joined: 14 Jan 2019

PostPosted: Sun Jan 20, 2019 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

.
Thx for your feedback Tuc0.

I have my sketch full of red lines and corrections now. I just didn't have the skill to make interesting cliffs...but I'm getting better.

1. I learned how to clear the bridge once it's build and how to patiently correct cliffs with level difference...more space allready.

2. Repeating patterns will be fixed!

3. I used that sort of cliffs but missed some i see.

4. It is not. I used crossroads because there was only small part of that road type. So I would have to click a lot (I was short on my free time).

Btw do you know if invisible lamps can be put on map without taking empty space becouse I did all the lightning with lamps (later I saw you can simple change whole map lightning)? And than building can't be build where the lamps are.



preview_popravki2.jpg
 Description:
Digital sketch with corrections. Will see on the way how will it be in the end. I will keep you up with update once it's corrected and improved.
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preview_popravki2.jpg



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diMontana1897
Civilian


Joined: 14 Jan 2019

PostPosted: Sat Jan 26, 2019 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

.
After sketch of corrections and improvements to make I finnished and decided to release map Country Roads 1.1. I gained a lot of skill during this time so I think its clearly improved.



NWspawns1.1-50.jpg
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1.0 vs 1.1
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SEspawns1.1-50.jpg
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1.0 vs 1.1
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SEspawns1.1-50.jpg



NEspawns1.1-50.jpg
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1.0 vs 1.1
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NEspawns1.1-50.jpg



SWspawns1.1-50.jpg
 Description:
1.0 vs 1.1
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SWspawns1.1-50.jpg



Last edited by diMontana1897 on Wed Jan 30, 2019 8:39 pm; edited 1 time in total

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diMontana1897
Civilian


Joined: 14 Jan 2019

PostPosted: Wed Jan 30, 2019 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

.
Update 1.12



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fix1.jpg
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country_roads 1.12.zip
 Description:

Download
 Filename:  country_roads 1.12.zip
 Filesize:  1.07 MB
 Downloaded:  43 Time(s)


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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Feb 17, 2019 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like the overall approach. But, visually it's not very appealing.

_________________
Lost Relic[mod]
Lost Relic[game]

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diMontana1897
Civilian


Joined: 14 Jan 2019

PostPosted: Tue Apr 16, 2019 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had some free time and opened the map I made. I Decided to read some tutorials on ppm forum. I learned a bunch of new stuff so I implemented them in my map. You can see the changelog on the top of this post or in the downloaded zip folder.

I Hope you enjoy my nicer looking map. (:

Update 1.13



country_roads 1.0 vs 1.13.png
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country_roads 1.0 vs 1.13.png



country_roads 1.13.zip
 Description:

Download
 Filename:  country_roads 1.13.zip
 Filesize:  961.98 KB
 Downloaded:  33 Time(s)


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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Apr 21, 2019 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Good improvements!  I like the color of the turquoise lighting, but it is crazy saturated; I'd suggest weakening it up a bit for a better effect.

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Tiberian Odyssey mapping department. Discord
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