Posted: Sun Nov 04, 2007 2:45 am Post subject:
[FS] Desolation Of The Evergreen (2-4)
Hi again everyone, here is my third map, and after my first two spotlighted maps, this map hopefully reaches the same level of quality.
The map depicts a red-zone known as the Desolate Evergreen, one of the earliest red-zones with unique flora that somehow manages to survive in the tiberium-induced lands of desertification, indeed, even the lakes and rivers dried up. An outpost exists in order to defend a nearby protection zone, however few maintain it, rather leaving the firestorm to defend against mutated onslaughts - nobody dares enter an old red zone. Intel suggests that it has become a safe hideout for exiled mutants, curious Aboreus tiberium-types, and resource dumping/trafficking.
Back from the story, the map facilitates 2-4 players, with the inner two players on high ground and the outer two on low ground. There are various entrances, and all sorts of tiberium scattered about the place. You can observe all the details in game I am sure...
The map requires either FS or a mod which includes all of the content of FS, such as my own mod, TFADW (http://www.ppmsite.com/forum/index.php?f=155), or Diederik's mod, TSTW.
Enjoy, and feedback appreciated.
evergreenmini.jpg
Description:
Minimap.
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42.08 KB
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31024 Time(s)
evergreen3.jpg
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Many mutated passages and resources exist in the land of the Desolate Evergreen.
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642.62 KB
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31024 Time(s)
evergreen2.jpg
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Exiled mutants maintain rigged arrays which are able to detect forces in a large radius (hint).
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558.22 KB
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31024 Time(s)
Evergreen1.jpg
Description:
A hastily made warning by GDI patrols earlier in history to ward off lost citizens (if they managed to survive so deep into the red-zone).
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Nov 04, 2007 11:10 am Post subject:
Very nice map, but i do see some things that you could change:
-the veinholes look odd because they are too close to the sandbag wall. Place them a cell further away, so the veins look normal.
-did you connect the veinholes by veins? If so, if you kill 1 veinhole, all the veins will die, and the other veinhole won't produce any more veins.
I have now updated the map; fixed the veinholes and veinhole lighting; and one cliff error; please redownload if you wish for the new version Last edited by j4m3sb0nd on Mon Nov 05, 2007 2:42 am; edited 1 time in total QUICK_EDIT
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