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Classified Forest (2-6)
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Mon Aug 22, 2011 2:35 pm    Post subject:  Classified Forest (2-6) Reply with quote  Mark this post and the followings unread

Hi all,

This is my first map I've ever released to the public. Well, it's actually my first map I've ever finished, too.

Story:
Years ago, this area was not contaminated with Tiberium and there was no population in the area. For this reason it became one of Globotech's first research facilities, researching the preservation of earth's original lifeforms.
Now meteors hit, spreading Tiberium. For this reason, both Nod and GDI are interested in the area. Officially they claim it is to secure the earth's original fauna and flora, but many whisper both parties are out to get control of the research facility...


I hope you all like it. I'm bad at screenshots so only one from the map editor is included.



Screen.png
 Description:
Screenshot taken from FinalTI.
 Filesize:  888.5 KB
 Viewed:  2921 Time(s)

Screen.png



Minimap.png
 Description:
Minimap
 Filesize:  23.61 KB
 Viewed:  2921 Time(s)

Minimap.png



classifiedforest.map
 Description:
Corrected map format.

Download
 Filename:  classifiedforest.map
 Filesize:  387.26 KB
 Downloaded:  17 Time(s)


Classified Forest.mpr
 Description:
The map

Download
 Filename:  Classified Forest.mpr
 Filesize:  376.23 KB
 Downloaded:  156 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 22, 2011 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

For your first map this looks really good.

The only problem imo, is that it's too flat and a tad low detailed. You only used 3 different heights where the main height is still well noticeable. You should add cliffs and move whole areas 1-2 cells up or down. Especially the small lakes should be moved 1 height lower.

The centre GT outpost is nicely done, though some lightposts can give it even more details.

The blue mold areas could get a bit blue tiberium.

Use some of the other tilesets like 0123 Ditches and Jaggeds to add even more details.


Other than that, it's a nice map and i simply love that the public TI mapping is even more active than the vanilla TS and RA2 mapping together. Very Happy It's a really great compliment to have such devoted fans.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Mon Aug 22, 2011 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks!
Lin Kuei Ominae wrote:
For your first map this looks really good.

The only problem imo, is that it's too flat and a tad low detailed. You only used 3 different heights where the main height is still well noticeable. You should add cliffs and move whole areas 1-2 cells up or down. Especially the small lakes should be moved 1 height lower.

Yeah I've noticed it myself too, I found this really hard to solve, but I'll work on it in the future.

Lin Kuei Ominae wrote:

The centre GT outpost is nicely done, though some lightposts can give it even more details.

The blue mold areas could get a bit blue tiberium.

Thanks for the outpost. Lights, noted.
All blue molds have Blue Tiberium spreaders, but I haven't given them all Blue Tiberium to start with. So they actually look better ingame after a few minutes.

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Mon Aug 22, 2011 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice Map , good work Smile

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