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Map i workning on
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Anderwin
General


Joined: 16 May 2005

PostPosted: Tue Nov 28, 2006 11:00 am    Post subject:  Map i workning on Reply with quote  Mark this post and the followings unread

.
Is my first TS map some i rember Confused

Do i fail or not ^^? Btw i going to change the light.

WHAT U THINK? Embarassed
Is on version 0.3 .




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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Tue Nov 28, 2006 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Like you wrote, change the lighting. It looks like a big, huge artistic-looking freak with untidy hair splashed all his paint over the map, which really isn't the way the lightposts should've been used.

2. The veinholes are bugged.

3. You have repeating pavement tiles, ya know, you should actually fill the place with pavement then place some of those small rugged-pavement tiles on the slab of LAT pavement.

4. Hills, please add some hills, if you don't, my brain will explode. Hills, cliffs, gaps, craters, whatever comes into my brain and is related to uneven terrain.

5. Neutral stuff. Don't place too much neutral stuff on the map, especially mammoth walkers...

6. Trees, rocks?... Nope?...

But yeah, most new mapmakers end up with this. Try making a bigger map with a more natural enviroment. Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 28, 2006 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

im no map maker at all, but i think i know how a good map should be.
yours is for me a little bit to artificial. it doesnt look as a real environment.
add some random placed objects as already said trees, hills, rocks.

an other example is the little nod base shown on the untitled-3 pic.
there you have a nod base (2 Obelisks and one powerplant), but buildings stand half on the street half on normal ground. if you already have the ability to modify the environment make it so, that the streets are between the buildings . The buildings and underground should fit together.
An idea would be a base on top of a hill or surrounded by a little river and then with streets going through the base connecting all the buildings.

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Anderwin
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Joined: 16 May 2005

PostPosted: Wed Nov 29, 2006 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks i going to start again on a new map when this are done... Btw somebody have something too say?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Wed Nov 29, 2006 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, send me that, will ya?

Actually, Titan, that repeating cracked tile looks kinda.. interesting.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Wed Nov 29, 2006 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

It looks interesting because he is the first one to use tiles in such a way. however, it does not look good. This has given me an idea, though.

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Anderwin
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Joined: 16 May 2005

PostPosted: Fri Dec 01, 2006 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I the first O.o
With what?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Dec 01, 2006 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pavement tiles.

Mind uploading it?

Or at least sending ME it?

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Anderwin
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Joined: 16 May 2005

PostPosted: Fri Dec 01, 2006 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tyler is not finish.. I work on it now. The light is not fix yet :p.

Why u want it O.o?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Dec 01, 2006 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just like the general idea.

Very Happy

And unable to muster the required urge, time, & energy to make a crappy clone.

#Tongue

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Anderwin
General


Joined: 16 May 2005

PostPosted: Sat Dec 02, 2006 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okey. Tyler here is 0.5 V.

Map name is [A City]

This version fix:

Some light.
Veinholes bug.
Ground titel.
IS still a beta version.

Not fix: Tree, rock, water , hill... Coming.

Pic:












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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sat Dec 02, 2006 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh god if this wasn't in the tiberian age The drving in that city would be worse than NYC's

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Dec 02, 2006 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

The tiles are killing my eyes

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Anderwin
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Joined: 16 May 2005

PostPosted: Sat Dec 02, 2006 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I forget the DL. Here is it.

The light are colors because the atomphere is diffrent there. Is just in the city. They think the pyramide have something to do whit it.



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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Dec 03, 2006 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

you're done?
Get back to work and edit this!

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Anderwin
General


Joined: 16 May 2005

PostPosted: Sun Dec 03, 2006 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update .. Now i did add some more tress around the map and some stone. Water to and even the 1 of the player start on a hill.




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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Dec 04, 2006 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

too repetative... looks better thought

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Anderwin
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Joined: 16 May 2005

PostPosted: Mon Dec 04, 2006 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

What people think?

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Mon Dec 04, 2006 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

fix the lights. they are kinda weird at the moment.

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon Dec 04, 2006 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

much better, but what gufu said. and the lighting is a tad bright or intense in some areas..but getting better.

and probably one of the most esoteric and randomest advice i get from my art instructors.

Less is more.

Wink

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Anderwin
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Joined: 16 May 2005

PostPosted: Mon Dec 04, 2006 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I going to remove some light.
I not going to remove some building, ect is a city. Smile.
But i going to try more . =)-

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Dec 06, 2006 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Moved. Check your other mapping thread as to why.

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Anderwin
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Joined: 16 May 2005

PostPosted: Wed Dec 06, 2006 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh i sry... I forget it... Thanks for move both Wink.

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Anderwin
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Joined: 16 May 2005

PostPosted: Sun Dec 10, 2006 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

0.6 Version is finish.

Cliff added, removed some light, add more water, a brige and a bit more.

the AI can not play this map. Them dont understand to destroy the destroyable cliff and the AI make the game frezz when them start close the water e.t.c them try to kill the laser turret in the Nod small cargo camp( i hope i spell it right ) :pissed:

Some new scrennshot:



Here u see the cliff and the stupid AI.



Random scrennshot



A small GDI base.



Veinhole + Nod damaged buildings.



The secound start point. ( AI can't start here ) And u see tiberium, water and a bit more.



Nery the secound start point and this is the Nod small base.



Mini map.

What i will add on 0.7=

-Mabye more water
-Remove some civ buildings
-Make the map darker
- And more.

Some new comments? B)

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun Dec 10, 2006 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

should make that d.cliff into a slope. and add another were the green mold is. its a tad too repeative there

..i know its tempting to have just one enterance as a choke point...but its not worth it.

the SW river is too linear, make it more natural or make it into a canal,....., but the big thing is to just mix up the city a bit more. and take away some stuff..no alot of stuff! You dont need more....its a small map, and its pretty clogged as it is.

kinda give the map a small story. it doesnt have to be an epic. but ask yourself why you put things there..like why is there a pyramid with a missile silo? the Nod/GDI buildings..veinhole..even the lighting.

Thinking these things out help the map have character.

but getting better. Smile

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Anderwin
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Joined: 16 May 2005

PostPosted: Sun Dec 10, 2006 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread


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