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[4] Future Tech Poligon
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azimovhaas8
Civilian


Joined: 19 Jun 2020
Location: Eastern Siberia.

PostPosted: Fri Jun 19, 2020 4:01 pm    Post subject:  [4] Future Tech Poligon
Subject description: My first map with faction~ unique tech lab units.
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Hello! This is my first properly done map containing tech buildings (2 for infantry, 2 for vehicles) giving unique new units, based on faction of controlling players.
All tech centers are guarded - and vehicle tech centers in center are guarded more heavily.

It also has crates (guarded by small forces of infantry) and ~i hope~ pretty interesting look overall.
Enjoy! : ]



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Jun 20, 2020 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 24, 2020 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

there are lots of cliff errors on the map
-not a single cliff ends with the dedicated cliff ending pieces
-cut off cliff pieces (where you see the straight tile border line)
-wrong connected cliff pieces

The map isn't that bad looking, but it gives a quite artificial appearance.
-the roads are too straight and some are pretty much useless (just a room filler)
-there are random paved spots with big city buildings, that have no road connection and no purpose to be that separated in that place (you don't see in reality a lone skyscraper popping up in a big grass field or forest)
-some dirt roads are cut off and end without the ending piece
-there are some pavement pieces placed without using auto-LAT and thus a simple tile rectangle with clearly visible tile borders


The tree and terrain (dirt, high grass) placement is nice and natural looking though.

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