Nice map. It looks somewhat prone to base-crawling, though (as evidenced by your gameplay video)
You should consider rotating the texture of the dark pavement - it looks very confusing and out of place because of the otherwise-diagonal environment (remember that it was designed with Red Alert's top-down, left-right cell grid in mind). It conflicts with the sense of depth created by the rest of the terrain. _________________ QUICK_EDIT
It looks somewhat prone to base-crawling, though (as evidenced by your gameplay video)
I doubt it'd be as easy to base-crawl against human players though, since you effectively have 3 base entrances (2 from the center + tunnel / top route) to defend, and if the enemy gets in from one entrance, it's a very open field. The AI in the video could've hurt me if it focused directly on attacking the top corner part of my base through the tunnel instead of just running into my turrets.
I don't find the grid angle of the dark pavement confusing. I actually feel that it's refreshing to see something that has a horizontal-vertical grid pattern instead of the usual diagonal pattern that is seen in TS/RA2. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
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