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 Forum index » Modding Central » Red Alert 2 Editing Forum » Map Archive
CCCIII: Lonely Paradise [5]
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed May 22, 2013 12:08 pm    Post subject:  CCCIII: Lonely Paradise [5]
Subject description: Mevitar's Entry: 5th Place
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CCCIII: Lonely Paradise [5]
Mevitar's entry: 5th Place



Detail: LoL. Just. LoL. The first time I glanced through this map, I didn't notice anything out of the ordinary. The second time, well, there is a valid reason for the maps name. It is difficult to create such a map along with some excellent detailing work, but it has been done. Great usage of LAT's and cliff-work and of course, some extra points for creativity. Only thing that bothered me was repetetive shores here and there, but otherwise: Woo.

8/10

Layout: Again, if a maps intention is to look like something overhead, then it can be hard to also create a good layout for the map, but it has been done well here. The maps layout appeares to be a 1 VS 4 scenario due-to the Yuri Statue placement but because of the various routes and chokepoints, it can work in many other options.

8/10

Lighting: The lighting is... vibrant in places, which spoils it a little bit for me. Globally it's nice, and while I appreciate the attention to detail around the ore and gems, it is simply too vibrant in places, however, again, I assume it has been done intentionally to emphasize the shape of the map itself

6/10

Gameplay: The maps gameplay takes advantage of giving the players pre-placed structures and reinforcements (Player at A, at least). I like this in a map, only if it is done sensibly and for the most part, if this is a one vs all game, then yes, it's good.
There is a very wide selection of structures to capture around the map which adds to the tactical opportunities. For the most part, I had good fun on this one.

8/10

Triggers/Effects: As mentioned above, The map takes advantage of giving players some pre-placed sturctures, but other than that, the map lacks much else in terms of triggers or effects. Sound effects can really help to add atmosphere to a map, it's a shame there weren't any added to this one. Still, the triggers added an extra bit of fun-factor to this map.

4/10


Overall - 34/50

If there was a score for minimap creativity, you'd have scored 10/10. The map is a fun one to play and a pretty (and humerous) one to look at. The lighting and lack of atmospheric triggers have had the biggest effect on lowering your overall score, but non-the-less, another great map to play!


alone.rar
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed May 22, 2013 12:47 pm    Post subject: Reply with quote

This map be the best thing I've ever seen. At least in the last 5 minutes. Now to play!
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed May 22, 2013 12:55 pm    Post subject: Reply with quote

I didn't even notice at first, but I did wonder why the shape of the island was so funky. Laughing

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Zero18
Commander


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

PostPosted: Wed May 22, 2013 1:06 pm    Post subject: Reply with quote

I like this map! It looks so funny! Sad
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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed May 22, 2013 11:44 pm    Post subject: Reply with quote

I didn't win. Sad
Nobody likes me. Sad
Forever alone. Sad

BTW, I actually made an update of this map. Mostly balance stuff. Wouldn't make me win anyway. #Tongue

  • added two entrances to the top player
  • moved one statue to better protect one new entrance
  • made some more build space for all players, especially the top one
  • lowered Lonely Mastermind's spawn delay from 750 to 600
  • changed ownership of 4 top derricks to player 1
  • reduced the lighting of some lighting posts a bit



alone_v2.rar
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balance update

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Thu May 23, 2013 11:15 am    Post subject: Reply with quote

The map is awesome, stop being silly! #Tongue But honestly, the lighting is what killed it for me the most. Good job on the update.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Thu May 23, 2013 11:19 am    Post subject: Reply with quote

You don't know Arch La Indigo, do you? #Tongue
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Hecthor Doomhammer
Flamethrower


Joined: 07 Apr 2013
Location: Hecthor Doomhammer Streaming Service HQ

PostPosted: Thu May 23, 2013 10:13 pm    Post subject: Reply with quote

I like this map. We already used it in our previous Mental Omega stream of last wednesday and I do expect to see it more often.
Very nice job, Mev!
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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Tue Jul 16, 2013 8:43 pm    Post subject: Reply with quote

And another balance update. I thought the last change was enough, but it still proved to be difficult for the top player to defend miners in early phase of the game, so i made additional changes.
Some might be annoyed that i'm changing it again, but i want my maps to be balanced, and since i changed it for my mod, i might as well post it for everybody else. #Tongue

  • Lonely Player gets an additional Tech Powerplant (so less worries about power)
  • you can now build stuff near the Tech Powerplants (so you don't have to basewalk that much - of course you can still add more structures if you think that's not enough for your mod #Tongue )
  • moved some structures to make miners easier to defend for the Lonely Player



alone_v3.rar
 Description:
final balance update, i won't post other changes i make for this map :P

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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Tue Jul 16, 2013 10:46 pm    Post subject: Reply with quote

Thanks for the update Mevitar.
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