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FS Crash Site Zone (2)
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superdjidane
Cyborg Engineer


Joined: 17 Nov 2011

PostPosted: Sat Jan 07, 2012 10:26 pm    Post subject:  FS Crash Site Zone (2) Reply with quote  Mark this post and the followings unread

This is a simple versus map in desert at twilight. (need Firestrorm) There are 2 crashed ships on the map.



Crash mini.PNG
 Description:
The minimap
 Filesize:  15.54 KB
 Viewed:  3854 Time(s)

Crash mini.PNG



Crash site.PNG
 Description:
Look at this...
 Filesize:  1.11 MB
 Viewed:  3854 Time(s)

Crash site.PNG



crash.mpr
 Description:
The map file

Download
 Filename:  crash.mpr
 Filesize:  111.43 KB
 Downloaded:  239 Time(s)


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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Apr 22, 2012 3:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I played a quick 1v1 skirmish as GDI against a Nod enemy and I was on the top.

- The terrain is empty in some places. A few more slopes here and there and some trees along the grass LAT would make it look much nicer. Also some extra LAT couldn't hurt.
- The layout was actually not bad. If you added more cliffs or anything to the layout, it would simply be too much (unless you could add very small things.
- The whole destroyed C&C base in the middle of nowhere is very random nowadays. It's not a problem, it's just weird.
- The repetitive use of cliff pieces in some areas. C38 is used quite too often around the center veinhole area. But, there's no cliff errors so you're good there.
- The top player has green tiberium next to them, and a patch of blue tiberium further away, while the bottom player has blue tiberium next to them, and green tiberium further away? Balance that out.
- There's a plentiful amount of tiberium, quite enough for a good 1v1. I don't know about tiberium trees though, after a long match money would be difficult to get.
- The veinholes...the top player has to face them as they send units and lose most of their force (depending on the force, but this heavilly affects the AI). The center veinhole not only stops units from top and bottom (though you could use the cliff from the Kodiak area), but it eventually grows into the bottom player's base, thus, causing imbalance.
- The AI works great, at least from the light units (veinproof) that the AI sent. If those veinholes weren't a threat, they'd be sending them very easily.
- The lighting was pretty good. As far as lightposts go. It wasn't too intense in the tiberium fields. The global lighting is fair.
- The map is very triggerless, so it's kind of boring. Though, for the kind of map here, a meteor shower could be a nice touch.

This is alright, it has many gameplay flaws though. Fixing this stuff up could help out a lot. Good luck. Wink

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