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(FS)Dark Land (2)
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specter
Vehicle Driver


Joined: 08 Dec 2009
Location: Nod Outpost Redzone...

PostPosted: Tue Dec 08, 2009 4:58 pm    Post subject:  (FS)Dark Land (2)
Subject description: Dark Land Map
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Dark Land Map V 1.01



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Last edited by specter on Sat Dec 12, 2009 6:57 am; edited 1 time in total

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Thu Dec 10, 2009 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

well...you need some comments

can't really everything BUT
i do see some things...

problems and tips:
-cliff errors: get marble madness and it should help you see how cliffs are technically suppose to go together.
-blocky-ish cliffs. try to vary the direction of the cliffs more. Like don't use a ton of straight pieces in a row.
-I see you have only used one kind of normal tree. You may have a reason for that but if you don't then try using a variety of trees.
-try experimenting with lighting as it appears that your map has none as of right now.
-When you use the 'fona' aka the tiberium plants they tend to look better if they are in the middle of a tiberium field or the like colored tiberium moss.
-Try using cliff sets as height changers for large parts of the map rather than just dividers that poke up from the main height of the map and can just be traveled around.

While that may seem like a lot of stuff for you to work on it is do-able and achievable i think. Good luck with your future mapping and if you have questions feel free to post them in the mapping discussion.

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

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specter
Vehicle Driver


Joined: 08 Dec 2009
Location: Nod Outpost Redzone...

PostPosted: Thu Dec 10, 2009 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you Smile

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Thu Dec 10, 2009 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixith made some very good points, but concerning the fona: though they normally look better on their own tiles or in tiberium, I think you can leave them there if you can add proper lighting. I can see you've put a lot of time into this, and things are detailed, so keep up the good work! The map requires lighting, that's the biggest problem I see.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Dec 10, 2009 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need to spread trees out instead of lumping them together and use different types. Also you need to generally detail using LATs way better... atm it just looks boring TBH.

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