
Official Tiberian Sun Submission - 2nd Place



Map Name: (FS) Phoenix
Author: Muldrake
Site: Project Perfect Mod (ppmsite.com), TiberiumSun.com
Best Rating On OMCs: <none>
Best Position On OMCs: <none>
Players: 3
Ratings:
Original Concept: 15.8%/20%
Ballance: 8.4/15%
Eye Candy: 23.6%/30%
Fun Factor: 16.0%/20%
Triggers: 12.8%/15%
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Overall Score: 78.60%
Valid Score: 79.66% (SPOTLIGHTED)
Clazzy's Position: 2nd - 80.0%
Wes.com's Position: 2nd - 64.0%
The DVD's Position: 1st - 90.0% (BEST)
Python's Position: 3rd - 89.0%
Carnotaurus's Position: 4th - 70.0%
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Final Position: 2nd
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:
- 17%
- 11%
- 26%
- 12%
- 14%
= 80%
2nd Place
Comments:
Firestorm wall in the middle is a bit annoying and some sections stay on even after control centre is destroyed.
Some good detail.
Lighting is nice, but slightly too bright in parts
Lighthouse is a nice, original addition.
Tunnel work is very good (I can't even get a straight tunnel right, let alone a curved one!).
Top left blue tiberium field is inaccessible.
Bottom right base is more exposed and harder to defend.
-> Wes.com:
Original concept: 13/20
Balance: 13/15
Eyecandy: 13/30
Fun factor: 17/20
Triggers: 8/15 = 64%
build spaces to small for 2 players
good cliffwork
this map is alot of fun
there is alot to discover, the city is an nice touch
fixing a 2nd bridge makes the game crash.
-> TheDvD:
- (20%) Original Concept:
Weighted score: 20%
Category score: 100%
This is great. There is a city in the middle, protected by Firestorm walls. Signs around the city remind you that they are the city that keeps tiberium out. Cars and patrol troops are moving around in the city; a pick up truck is moving in and out, each time giving you a very short time to enter the city. There are so many things to play around with in this map. (Also see triggers) The setting of the map and the story behind it make it one of the most original maps I've seen.
- (15%) Balance:
Weighted score: 5%
Category score: 33%
This is the low scoring part of this map. The player bottomright obviously holds a large advantage, if he can keep his bridges from being repaired. Also, the bottomleft player has much less room to build his base.
- (30%) Eyecandy:
Weighted score: 30%
Category score: 100%
The detailing is perfect and looks completely natural. The lighting is just perfect. I didn't spot any terrain errors.
- (20%) Fun Factor:
Weighted score: 20%
Category score: 100%
There is so much to do! It's like a mission map, you can do a ton of things that can give you the advantage. Capturing the nod base can give you access to a blue tiberium pit, but it's wise to destroy the dam first. Just the sheer originality of this map, which makes it stand out from the crowd, makes it fun to play!
- (15%) Triggers/Scripts:
Weighted score: 15%
Category score: 100%
This is how triggers should be used. Very, VERY well done.
- (100%) Total weighted score:
20+5+30+20+15=90%
-> Python:
Original Concept: 17/20 - The map was very realistic with tons of detail and design anywhere you look.
Balance: 14/15 - The map was very balanced, with enough tiberium for all starting locations, however the building areas didn't seem fair.
EyeCandy: 26/30 - The map was very detailed and had a great looking "pit" for all that tiberium waste. However one problem occured, when I blew up the dam, my screen froze and wouldn't let me scroll anywhere! Game didn't freeze though.
Fun Factor: 18/20 - The city in the middle was a real fun addition to the map, not to mention the "pit" that nearly destroyed the top left enemy base.
Triggers: 14/15 - All the city triggers (Infantry Patrol, Firestorm Wall, etc. etc.) all worked great.
Overall Mark: 89%
-> Carnotaurus:
Original Concept: 12/20
Ballance: 09/15
Eye Candy: 23/30
Fun Factor: 13/20
Triggers: 13/15
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Score: 70/100
Original Concept: 3 Person maps are rare, but I LOVE them. Tactical oppourtunities abound in those maps. anyway, Terrain detailing is very well done. looks to be a desert, i wouldnt be shocked if this map is in Egypt. A small island is offshore, I am guessing this is a Genesis pit? and yes, Civvies! whee!
Balance: Basebuilding may start off easy, but it WILL get tight. Player in the bottom left corner is crammed in, so you should get another MCV ready.
Eyecandy: A farm! anyway, there are veinholes for each player, and an old base to the top. Tiberium placement is ALRIGHT. it anit fantastic.
Fun Factor: Pretty interesting concept, as i said before, it just sucks ass to be crammed in a tight space.The firestorm-protected civvies is a real lame thing for us Civ-killers.
Triggers :Repair the bridges if you want. ztype with the feinds, and the civvies will retaliate. end of story. leave 'em alone.
Map ReadMe Contents:
- FS Phoenix (2-3)
Welcome to Phoenix, the latest project of the Global Defense Initiative.
The idea behind Phoenix, was to try and hold back the expansion of Tiberium. In the event that GDI's efforts to halt the expansion failed, the idea was proposed to develop shielded locations. Phoenix is a self-contained world, supplying its own food and water. Its generators provide a force shield defending the city, keeping out tiberium air-boure spores, while most of the city is lined in concrete, to prevent ground expansion. The central gardens are infact lined in a concrete basin, to prevent tiberium roots from entering. A security division has been set up to defend the main shield generators, for they are the heart of the city.
The location of the project has in itself an ironic value. The area is home to a now abandoned Nod research facility, its primary purpose was tiberium related research. The base is now abandoned, and the creatures and mutations are held back by the bases few remaining defenses. However, should its main power supply, a local dam be destroyed, the defenses can no longer be maintained, and there no idea as to what could occur from then on.
Although the new city is running, there remains a few civilian groupings in the area. Either people unable to get a place in the city, or people believing that the city merely delays the inevitable, and that the tiberium expansion should be embraced.
Phoenix started off as a two player map, (now the top left and middle right positions). However I decided to totally extend and rebuild the map, making it a 3 player map. As a result, a feel perhaps the 3rd starting position was weaker than the other two. It has less space, but I hoped it would a bit more tiberium to start off with, as well as having a more defendable patch behind it.
The city initally had a bit more complex version of its firestorm gates. It had several layered defenses, which shut off one by one, allowing various stages to keep tiberium spores out. However it used so many corners of the firestorm wall that the sound was horrendous, so I simplied it.
Something else which may have helped show that it was initially a two player map is the river running down the middle slightly. All the direct routes over the bridges (the tunnel didn't exist at first) were purposefully damaged, simply to prevent rushes. (Yes, I've had bad experiences with those). However, it results in poor AI, as they won't repair it. So, this map is mostly for multiplayer games, as opposed to skirmishes.
I may possibly work on a version to which a couple of bridges get fixed after a certain point, to allow the AI to recover. May also include a better version for the firestorm wall defense for the city.
This map was initally being worked for TSR, however I kept it unmodified for the OMC.
Enjoy!
Contestant Words When Submitting:
- Nickname: Muldrake
Forum: TiberiumSun.com and PPM (Same nick for both)
Game: TS (FS needed)
Name: Phoenix
Players: 2-3
Comment:
The Phoenix Project was developed in an attempt to hold back the tiberium
infestation, and create a sanctuary of what little remained in the area. The
firestorm wall holds back the spores, while within the centre is a garden
created in a concrete lined pit, to prevent tiberium spreading through the
ground. The project seems to be living up to its name.. so far.
There is a dam in the local vicinity which helps power the city, as well as
the remains of a Nod tiberium research facility. Thankfully, the beasts seem
to be contained on the island, and the few defenses remaining, but should
the power fail.. well lets just say I don't want to be nearby should that
day dawn.
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