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(FS) Lakes Of Blood (2-4) by Wilshire
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Aug 28, 2005 7:36 am    Post subject:  (FS) Lakes Of Blood (2-4) by Wilshire Reply with quote  Mark this post and the followings unread


Official Tiberian Sun Submission - 3rd Place







Map Name: Lakes Of Blood
Author: Wilshire
Site: Carto-Tech Studios (Eclipse Network)
Best Rating On OMCs: <none>
Best Position On OMCs: <none>
Players: 4


Ratings:

Original Concept: 14.4%/20%
Ballance: 11.1/15%
Eye Candy: 20.4%/30%
Fun Factor: 15.4%/20%
Triggers: 10.6%/15%
-------------------------------------
Overall Score: 71.90%
Valid Score: 72.16%



Clazzy's Position: 1st - 82.0% (BEST)
Wes.com's Position: 5th - 61.0%
The DVD's Position: 6th - 65.5%
Python's Position: 8th - 71.0%
Carnotaurus's Position: 2nd - 80.0%
-------------------------------
Final Position: 3rd


Comments (Note: all maps were submitted to judges anonymously to avoid biased reviews, so the judges had no idea of who submitted the map):


-> Clazzy:

- 18%
- 13%
- 22%
- 16%
- 13%
= 82%

1st Place

Comments:
Good detailing in most parts
More than enough tiberium (perhaps a bit too much?)
Triggers are a welcome addition but train is a bit boring.
Lighting isn't too bad.
Original road designs, quite nice.
Too many bridges, limiting access to much of the map unless you're armed with engineers. Some bridge work looks odd.
AI works just fine (more than enough space to build and they don't get stuck).
Some repetitive cliff/shore work, as well as some slope errors.



-> Wes.com:

Original Concept: 14/20
Balance: 11/15
Eyecandy: 12/30
Fun factor: 17/20
Trigger: 7/15 = 61%

good cliffwork and layout, but imo buildings dont seem right.
Athe train track is so small
There is notting that stands out, a good looking map bur standard
Basic triggers.



-> TheDvD:

- (20%) Original Concept:
Weighted score: 12%
Category score: 60%
This score is average primarily because there are some pretty interesting ideas in this map, mostly with the roads/pavement, but also with the 'massive'bridge. These things make up for the somewhat standard 'Tiberium pit in the middle, bases in corner' idea.
- (15%) Balance:
Weighted score: 10,5%
Category score: 70%
This is quite good. Some bases are more easily defendable than others (mostly topright base), but the most 'open' base, bottomright, has a very defendable blue tiberium pit nearby, wich makes up for the fact that this location is relatively hard to defend. Diversity is a good thing.
- (30%) Eyecandy:
Weighted score: 22%
Category score: 75%
The lighting on this map is well done. It looks smooth and well-placed. There is good detailing throughout most of the map; hills, roads, and rough terrain. However, there are some LAT errors in the city.
- (20%) Fun Factor:
Weighted score: 15%
Category score: 75%
The AI works well. There is variety between the base locations. This also means decent replayability.
- (15%) Triggers/Scripts:
Weighted score: 6%
Category score: 40%
There is a moving train, a moving truck, and an Ion Storm. However, the train seems somewhat useless, driving circles around a cliff all the time. The Truck script is bugged.
- (100%) Total weighted score:
12+10,4+21+15+5=65,5%



-> Python:

Original Concept: 15/20 - Road patterns were very realistic.  The ground looked great, lots of detail there.
Balance: 8/15 - The bases did not all have equal building space.  In the top left, I could barely fit my base.  In the bottom right, I could fit a huge base, plus a huge air force.  Also the Blue Tiberium wasn't really spread out fairly to each player.  More at different bases.
EyeCandy: 20/30 - The ground was nicely detailed with sand.  It was cool how it went from day to night, however there were a lot of unfinished properties (ie. the bridges looked fake).  The "pit" was a cool addition, however it didn't seem to work out.  the Viscoids didn't cross the bridge and the Floaters were stuck in the trees.
Fun Factor: 14/20 - The Ion Storms were a real challange and a cool addition, but I think more could have been done, map started to get dull after awhile.
Triggers: 14/15 - The Ion Storms worked out great, and the night-to-day effect was a great addition.  The train worked but it should of had cars and cargo.
Overall Mark: 71%




-> Carnotaurus:

Original Concept: 13/20
Ballance: 13/15
Eye Candy: 26/30
Fun Factor: 15/20
Triggers: 13/15
---------
Score: 61/100

Original Concept: Well, Its a nice size map, Quite a bit of urban-ness here, along with two veinholes. An old base, Tiberium Mutations, usual staples of a FS map.
Balance: Balance is OK, two players on the left, two on the right, though the player on the bottom left is a little closer to the Veins then the other guy. Unfair if he is a Nod player.
Eyecandy: Alright, but the map can get a little dry at times, and boring. Cities are unexciting, the Tiberium is hardly placed in a natural way( there are a few exceptions to this.)
Fun Factor: Pretty fun, Some things i'd certainly like to amend, Such as one player's easy access to veins. Hard to rush on the map, so that gives it a few extra points.
Triggers: A simple train, and an Ion Storm which is pretty uncommon, but welcomed.




Map ReadMe Contents:

*------------------------------||   Carto-Tech Studios   ||------------------------------*
               
// For any mapping queries or to request fixes and updates of a map email Wilshire at  
((sethls14@gmail.com))



*-------------------------------||    Lakes of Blood   ||--------------------------------*
                                 (( by Wilshire ))
                           ((July 18th, 2005CE 18:53.00 hrs))
                 
// Map Name: Lakes of Blood
// Creation Date: 07/07/2005
// Last Modified: 07/18/2005
// Version: 1.0
// Size: (110x132)
// Tileset: Temperate
// Players: 2-4
// Info/Notes: The Mayor of Bluffington Falls, Mayor Jebediah "Mad Hopscotch" Bluffington, really liked bridges. In his honest to god opinion they were super neato and clearly the greatest thing involving ferrocrete since FallingWater. No one knows why he decided to funnel the entire town treasury into the building of a bunch of bridges. Some say he was mad, as indicated by his self imposed nickname. Others said it was about time someone had the audacity to waste the entirety of the taxpayers money on a superficial project of absolutely no economic worth. Regardless, both sides agreed that their quaint town would never be exposed to the horrors of zombie invasion or efficient automobile traffic thanks in no small part to these great monoliths. Now in this post apocalyptic tiberium wasteland the only use of these silent giants is to further impose on the tiberium mining operations of both GDI and NOD. Will you be the one to brave this no man's land of storms, mutants, and unintuitive bridge engineering and reap the rewards?

Lakes of Blood is a four player map designed for Firestorm, best suited for allied play. It is particularly well suited for east vs. west allied play. This allows for two opposing teams to have an individual team member compete against the opposition for either the lower map dams tiberium runoff sediment lake or the middle map area tiberium pit. There is a total of two Pit Monsters at the top and bottom of the map for Nod players. Featured triggers include randomized Ion Storms, which may occur rapidly after one another, or be a singular rare event. Also of note is the smuggling ring found on the map,utilizing truck to warehouse and train to warehouse movements as a trading route. The map features a light dusk lighting scheme, with each respective tiberium field illuminated, but not to the point of eye bleedage.  



*---------------------------------||   (c)opyrights   ||---------------------------------*

// (c) copyright (1999-2005CE) Carto-Tech Studios, Wilshire. If you wish
// to use this map in any foreign application, please contact us first, and chances are
// we'll agree, but you must give us and the maker credit. It's only fair, & include this
// exact file in the application, whatever it is, with the filename "mapname.txt", in the
// map directory. Thanx! Happy playing!

*----------------------------------------------------------------------------------------*





Contestant Words When Submitting:

- Sorry to submit so late in the game, but here is my completed map,
Lakes of Blood, for Firestorm only.
- Wilshire
Carto-Tech Studios (A former eclipse network member)


-------------------------------------------------------------------------------------
Download it HERE.
This map can be mirrored by any participating site. Remember to credit the author of the map.

Last edited by Banshee on Sun Aug 28, 2005 2:54 pm; edited 1 time in total

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Sun Aug 28, 2005 8:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice enough eh! Hehe i like it when people make descriptions for their maps like i do. Crazy mayors who like bridges make for a good map. Very Happy

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Aug 28, 2005 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know that this is offtopic but will there be 4th and 5th and 6th...(and so on) OMCs? (Btw this map is  Shocked-ing good)

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Wilshire
Civilian


Joined: 24 Aug 2005

PostPosted: Sun Aug 28, 2005 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Please tell me where these slope and lat errors are so that I may fix them. Also I should point out Clazzy that it is possible to reach every base location without having to ever touch a bridge, the path goes in a sort of cresent shape.

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yoursoluckyimcute
Medic


Joined: 24 Jul 2005

PostPosted: Sun Sep 11, 2005 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

it look awsome

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Talk to u next time

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