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Landslide [2]
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sat Jan 12, 2013 7:32 am    Post subject:  Landslide [2]
Subject description: 5th Map!
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Map Size: 60 Width * 130 Height
Player Size: 2
Map Maker: Zero18
Requires Firestorm: Yes

This map I made is interesting, due to the map being mountainous. It have lifeforms and some trucks carrying around crates and unloading / loading. So, I hope you guys enjoy it and Feedback / Rate please Smile

The center of the map tiberium field. It is protected by mutants! Kill them!


The ocean with some blue crystals and lifeforms and light towers.


The trucks carrying the crates and load/unload.


Civilian city near the water.



landslide.mpr
 Description:
Download Landslide!

Download
 Filename:  landslide.mpr
 Filesize:  203.65 KB
 Downloaded:  199 Time(s)


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Last edited by Zero18 on Sun Jan 13, 2013 4:50 pm; edited 1 time in total

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Jan 12, 2013 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks good, nice detail and lighting.
Cliffs are somewhat squarish and too straight.

Shame TS doesn't have retint triggers

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sat Jan 12, 2013 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree with what he said. the details are getting pretty decent. But the cliffs are somewhat blocky/too straight in many cases.
Also the Cliffs to water cliff transitions are missing in all except maybe 1 spot where it's a corner cliff front to back one.
You seem to be leaving out cliff connector pieces for the fronts of cliffs. Which is somewhat odd considering you have them on the back side parts for the most part.
Your backside cliff slope ramps are missing an additional cliff to slope pieces to make them run down. Right now you're just putting up cliffs to the edge of the slope part. This is actually a common issue with new mappers.

Lighting looks decent from what I can see in the pictures.
There are quite a few shore errors around the map

You Vein Hole area needs to be redone. Ingame it probably looks choppy and straight edged as there's not enough room for it to grow outwards before having to stop or go up hills. Typically it's a good idea to give 2 cells worth of flat space in every direction around the vein hole monster part. You also need to sink the VHM down by using a single cell slope tool. And not the single cell height tool. This way when the VHM is destroyed you have a 1x1 indent on the ground with slopes around it instead of a random spot in the ground that's lower in height.

Your truck trigger seems to be fine. My only adjustment I'd add to it is a small delay before it switches appearance from being loaded to unloaded and from unloaded to being loaded. Reason being is...well it's just more realistic as a truck doesn't just suddenly have it's load vanish on it.

One other thing that bothers me in a realistic way is the fact you have city buildings on top of high cliffs with no access or anything around them. But again that's more of a realistic thing.

Overall you did a pretty decent job. Hopefully you continue to make more maps and to improve.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Jan 12, 2013 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixith's reply basically sums it up. I like some of the cliff work, like in some places of the second screenshot, but especially in the first and fourth screenshot they're too straight. The details are good though; while they could also be better, you're improving. The lighting also ain't bad.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Jan 13, 2013 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Jan 13, 2013 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi, I added mega map preview now Smile

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Jan 13, 2013 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
Looks good, nice detail and lighting.
Cliffs are somewhat squarish and too straight.

Shame TS doesn't have retint triggers


And what triggers would be in RA2 thats do this effect?

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Jan 13, 2013 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Retint green, Retint blue, Retint red..

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Jan 13, 2013 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
Retint green, Retint blue, Retint red..


That would be most likely to be lighting effect. Just make a trigger that changes the color of the ambient color every 60 seconds or whatever.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jan 13, 2013 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
That would be most likely to be lighting effect. Just make a trigger that changes the color of the ambient color every 60 seconds or whatever.

The problem is that doing that is impossible in TS. You can only alter the amount of ambient light (Ambient= in the [Lighting] section) via triggers, you can't alter the color of the light itself (AmbientRed, AmbientGreen, AmbientBlue) in real-time.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Jan 14, 2013 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice map, some good work, like to see some more!

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