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 Forum index » Modding Central » Tiberian Sun Editing Forum » Map Archive
Yelcraz Island (2-3)
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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Fri Jul 13, 2007 9:34 pm    Post subject:   Yelcraz Island (2-3)
Subject description: Version 1 of my 22nd map
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Well its about time I release this map. Note that this is version 1. See below for more info on the version thing.

Map Info:
Name: Yelcraz Island
Map Maker: Ixith
Map Size: 135X135Players: 2-3
Theatre: Temperate, Massive Island
Info: This 3 player map features a quick and stragetic start. Each player has sufficient build space and tiberium to use however they are also fairly close to the other players. The map may seem smaller than the preview initially...I suggest scouting around to find something that may...increase your enjoyment of battle and options of tactics. Wink XD
This is my 22nd completed map. So enjoy it. Wink

This is version 1 of most likely 2. Reason for there to be 2 versions:
-I wanted to get this out soon.
So what will be added into version 2:
-More lighting areas such as around VHM spots
-More Extras (yes there are extras and fun things in this map....though not really with triggers anymore/yet)
-Fixing up of certain triggers and lighting. (namely the ion storm lighting.....as the ion storm seems WAY to bright as of right now. It seems its because of the alpha light posts...this WILL be fixed in the next version)

Story: The sector in which Yelcraz Island lays is covered in many resort towns where many families go to vacation. Lately due to weather changes many meteors have made their way in the area around Yelcraz Island and powerful ion storms have also started appearing. However, the locals have some how managed to stop the ion storms lately. They say its their prayers to God at their churches.

Pics: (pics were taken while playing TS: Squared)








and......now for the greatness....A MEGAMAP PREVIEW!! XD All credit for this megamap preview goes to Team Black and there will be something in a later version of this map that will credit him inside the map to #Tongue


dont laugh at mah horrible drawn paint arrows that show the start positions XD

EDIT: Yes, I do know that there are civilians in places were they shouldn't be......this is caused by them getting pushed by the boundary.......if ya know what i mean XD I am afraid i dont know quite how to fix this.....though i do have some ideas.......


Yelcraz Island (2-3).zip
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The Map

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 Filename:  Yelcraz Island (2-3).zip
 Filesize:  335.06 KB
 Downloaded:  1941 Time(s)


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Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

Last edited by Ixith on Fri Jul 13, 2007 10:37 pm; edited 1 time in total

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blubb
General


Joined: 31 Jul 2005

PostPosted: Fri Jul 13, 2007 10:20 pm    Post subject: Reply with quote

shit, damned , thats one sexy map!
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jul 13, 2007 11:22 pm    Post subject: Reply with quote

that maps rules! i love the lighting alot, spot on!

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sat Jul 14, 2007 4:41 pm    Post subject: Reply with quote

thanks for the comments guys Smile
anyone play it yet and can give a review?

more comments?
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Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

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warlord
Vehicle Drone


Joined: 07 Feb 2007
Location: Barnsley, UK

PostPosted: Sat Jul 14, 2007 6:14 pm    Post subject: Reply with quote

Great map i downloaded it and played it. Very Happy

Lighting 7/10: Brilliant lighting, but i thought more could be done with it but still very good! Very Happy
Gameplay 10/10: Well what can i say.. Awesome i'll leave it there..
Detailing 10/10: beautifull detailing
Build Space 9/10: Lots of room to build (the reason I included this was because i have trouble with creating enough buildspace Confused )
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blubb
General


Joined: 31 Jul 2005

PostPosted: Sat Jul 14, 2007 7:12 pm    Post subject: Reply with quote

also played it,

it has superb lightning, the way i like it a lot, just a tad too much areas are covered in green, leave some spaces sometimes a bit more blank but vary with darknesses but none than less it reminds me on how i would map, and your maps are fantastically detailed, all in all lovely to play, i'd say spotlight !
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: The fine land of Finland

PostPosted: Sun Jul 15, 2007 6:48 am    Post subject: Reply with quote

I still haven't find any surprises, except for capturable Civilian array and armory, and for the old conyard. Oh, and of course for that SCROOGE thing #Tongue
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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Jul 15, 2007 1:12 pm    Post subject: Reply with quote

spotlight NOW
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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sun Jul 15, 2007 5:16 pm    Post subject: Reply with quote

Yuri o07 wrote:
I still haven't find any surprises, except for capturable Civilian array and armory, and for the old conyard. Oh, and of course for that SCROOGE thing #Tongue


what no hospitals? Laughing oh and...did anyone by chance come across the ion storm yet? Those churches saying scrooge have a purpose more than just scrooge ya know Wink it doesnt show until the citizens can't worship though Rolling Eyes

anyways more comments and reviews are very much welcomed Wink
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Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Sun Jul 15, 2007 9:46 pm    Post subject: Reply with quote

I played it! Time to review...

Detail: The detail level was nice, everything looks good. Another 10\10

Layout: The layout was cool, it was special. The cliff work, bridge work... all nice. 9\10

Lighting: Quite nice, I see you didn't add green light posts to some fields.. that is a minus. Looks dumb in my opinion. I also think you could have added Negative light posts all around the water instead of only by the caves 7\10

Balance: I see no balance issues.... 10\10

Triggers: Some nice cool trigger work there Quite nice expansion to the gameplay. Scrooge! 9\10

Overall: Somethings not in these catagories drag down.. 8.5\10

Misc:
-I didn't quite like the cities, some buildings were faced the wrong way and stuff.
-It's quite hard to figure out what to capture to expand the map... maybe middle map place it?

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Mon Jul 16, 2007 3:27 am    Post subject: Reply with quote

[quote name='Crash-King' date='Jul 15 2007, 05:45 PM' post='25974']
Layout: The layout was cool, it was special. The cliff work, bridge work... all nice. 9\10
Triggers: Some nice cool trigger work there Wink Quite nice expansion to the gameplay. Scrooge! 9\10[/quote]
what would have brought those scores up?

Quote:

Lighting: Quite nice, I see you didn't add green light posts to some fields.. that is a minus. Looks dumb in my opinion. I also think you could have added Negative light posts all around the water instead of only by the caves 7\10

once again you bring that up....remember that IMO and quite a few others you don't want to put green lighting in EVERY tib field even if it has tib trees in it. If I would have done that in this map there would have been WAY too much green.

as for the negative light posts in the water thing.....i only added them around the water caves to give a little emphasis on those. If I would have put them throughout the water then 1)there wouldn't be any emphasis on the water caves 2)that would have been an extreme amount of negative lights. 3) Why make everything so similar? I wanted there to be differences to contrast and emphasis things as if all the water has negative lights it makes those few spots that does have it already less special. Get what i mean?

Quote:
Somethings not in these catagories drag down.. 8.5\10
Misc:
-I didn't quite like the cities, some buildings were faced the wrong way and stuff.
-It's quite hard to figure out what to capture to expand the map... maybe middle map place it?

ok i take it that the things that don't fit in those categories are these 2 things? If thats not all of them then please say what else as I can't get better if you don't tell. Wink

but to counter with my opinion Rolling Eyes
1) show some examples of what you mean with the buildings facing the wrong way and "stuff" but personally since it is a 2d engine and you can't see all sides of the buildings you can't be 100% sure your looking at the front. Wink
2)How is it hard to know what to capture that will expand the map? I mean......its the only structure that makes sense plus it is centered in that 4th area that the players can't just quickly access. Also why would I center it on the map? that would make it to easy to access plus it would make it seem like it has extreme importance. Which is not what is needed. The idea was to keep it in a place off the main portion of the map and in a place where you might actually see a thing like that.

and like Team Black said on MSN
Close to What Team Black on MSN wrote:
If theres a civilian Array on the map, you have to capture it XD

he said something like that Rolling Eyes
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Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

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shinji
AA Infantry


Joined: 10 May 2007
Location: NERV headquarters in EVA-01

PostPosted: Mon Jul 16, 2007 12:07 pm    Post subject: Reply with quote

*strokes map* thats is so cool
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Last edited by shinji on Mon Jul 16, 2007 5:08 pm; edited 1 time in total

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Mon Jul 16, 2007 2:11 pm    Post subject: Reply with quote

...Can I smack you? You've posted in SEVERAL threads with little more than an excuse to post that crap. You're just spamming it for your own personal benefit? Do you think you're Chielscape? Honestly, his pic is cool because not only is it not spammed every thread, it has a hawt chick and is funny to read. Everything your pic lacks. Get it off the ztyping forum.

The map looks epic, Ixith. Although I played it while playing RA 1.5, it is really well-designed, the lighting is great, and the goodies are great. #Tongue

I'd definitely say spotlight material.
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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Tue Jul 17, 2007 8:53 pm    Post subject: Reply with quote

lol thanks Modder666

anyways.....any last comments?
remember v2 will come eventually..hopefully Rolling Eyes
oh BTW our Friend Hogo has YRified this map! go Here! for the YR version. Keep in mind though its not completely finished with YR stuff yet... triggers, and civi buildings are still not in the map. the only buildings on the map are tech Wink
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In Soviet Russia, grass grows on tiberium!

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Tue Jul 17, 2007 10:54 pm    Post subject: Reply with quote

I'm not sure what you need to do better, you just have to get the trigger work more exciting someway.

And, for the tiberium thing; It doesn't make sence, it's all blue tiberium and should edmit just as much light as all other tiberium. It doesn't edmit less because it's newer.

To the city thing; Some buildings are facing the wrong way, it doesn't make sence does it? No building faces with its front into the back of all buildings. Not natural IMO, maybe I'm quite a bit picky on things here though.

You should add negative light to all the water because water's just as a negative lit up as a watercave.

A few examples about the buildings:


examples.PNG
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examples.PNG



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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Wed Jul 18, 2007 12:29 am    Post subject: Reply with quote

Crashking wrote:

And, for the tiberium thing; It doesn't make sence, it's all blue tiberium and should edmit just as much light as all other tiberium. It doesn't edmit less because it's newer.

yes but i didn't light up the blue because this is normal TS not FS therefor i couldn't add a tib spawner in those places thus meaning that blue tib could be harvested and its ugly when theres blue lighting but no more blue tib Wink and to any green fields with out lighting is simply because not all fields need to have lighting adding variances is good plus if all the fields had green itd be too much.

Quote:
To the city thing; Some buildings are facing the wrong way, it doesn't make sence does it? No building faces with its front into the back of all buildings. Not natural IMO, maybe I'm quite a bit picky on things here though.

ok with those buildings you have in the pics. how do you know what the front is and whats the back? your assuming one is the front but since the game is 2d you have no way of actually telling Wink provided some buildings do have doors on some sides and windows but often times buildings have doors and windows on all sides. and to be honest..i have seen some buildings with their fronts facing into other buildings Confused

Quote:
You should add negative light to all the water because water's just as a negative lit up as a watercave.

only somewhat true. the need to add emphasis on the caves though is more important in my opinion and the negative light posts don't put too much of a change. however, if I were to add them all across the water it would be too much of a change and make the water too dark along with taking away the slight emphasis.

valid arguments though and at least your trying to bring things up about what I should be doing.
hmmm I think its time to pull up and talk about something I have been experimenting with that kinda effects lighting....but first I shall take a shower. XD

any more comments?
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In Soviet Russia, grass grows on tiberium!

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Wed Jul 18, 2007 12:37 am    Post subject: Reply with quote

Ah well, I know you shouldn't add lighting to fields without tiberium trees.

But I stay on my arguements Wink

Well, I know it's hard, I know. But just try as hard as you can to fit buildings more or less perfectly Wink

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Wed Jul 18, 2007 5:24 am    Post subject: Reply with quote

Crashking wrote:
But I stay on my arguements Wink

Well, I know it's hard, I know. But just try as hard as you can to fit buildings more or less perfectly Wink


well first off its arguments. Drop the e. Wink I know how your always trying to perfect your English so I thought I would point that out. Rolling Eyes Waits for Icyson to come and have a big fit about the horrible grammar in all my posts.

and 2ndly...placing buildings isn't hard.....you just have to be creative and know that since its a 2d engine the front of a building isn't necessarily going to be the way thats facing the player. Though I'm sure most people assume that it is the way its facing. lol
anyways you can have your arguments as its a matter of opinion and mapping style. Wink

anyways......any last comments?
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In Soviet Russia, grass grows on tiberium!

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jan 01, 2008 11:11 pm    Post subject: Reply with quote

This map has been spotlighted. Amazing job, Ixith! Very Happy

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jan 02, 2008 11:11 am    Post subject: Reply with quote

Are you spotlight tour Banshee #Tongue
Nice map though
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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Wed Jan 02, 2008 3:23 pm    Post subject: Reply with quote

I was wonderin' if Yelcraz was a random name you made up cuz if you repeat it show elcrazy

yelcrazyelcraz
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Isashi
Civilian


Joined: 30 Jun 2010

PostPosted: Wed Jun 30, 2010 4:39 pm    Post subject: Reply with quote

hej, which mod TS/FS was used in this map ?

and the design / idea is pretty nice !

good made !

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 30, 2010 9:28 pm    Post subject: Reply with quote

If you would've just tested this map, you would've noticed that this works with the original TS/FS (no mod necessary). So no reason to bump a 2 year old topic. Wink
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