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> FS Final Utopia (2-4), My 5th Map
The Raven
post Jan 28 2007, 11:51 PM
Post #1


Attack Buggy
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Joined: 21-October 06
From: A New Orleans rooftop.
Member No.: 29
Alliance: Nod
Favorite game: Tiberian Sun



So, after about 3 months in development, my 5th map is finally done. Its and urbanish map for 2 to 4 players, decent amount of tiberium (but not much). This map, i think, will be called a great disspaointment. Don't get me wrong, it looks great, but i focused to much of the eye candy and too little on the gameplay, but whatever, ill shut up and leave that to you. just play it and rate it. Oh and BTW, AI sucks on this map, i only reccomend play human players, at which point the gameplay looks much more interesting. Also kudos to Ixith for testing this map. Enjoy?
Attached File  fs_final_utopia.zip ( 179.12K ) Number of downloads: 508


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This post has been edited by The Raven: Jan 28 2007, 11:53 PM


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Tiberian Dawn Maps: Grassy Plains (WIP)
Tiberian Sun Maps: FS Raven Night, FS Mutation Delta, Sunny Valley (WIP)
Spotlighted TS Maps: Drei Inseln, Aleutian Mist, FS Final Utopia, Lonely River
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Ixith
post Jan 29 2007, 09:03 PM
Post #2


Cyborg Reaper
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Member No.: 27
Alliance: Nod
Favorite game: Tiberian Sun



guys you dont have to post in giant bold white letters that you want it spotlighted.....we will get your message wink1.gif

well i guess ill put in my comments even though i already told you online

review:
positive:
-awesome detail
-nice lighting. could use some touch ups here and there and maybe a day/night loop
-not many cliff errors
-again great detail

negative:
-like you said the AI is suckage on this map :confused: i think this is mainly due to the lack of large portions of tiberium and it being a fair ways away from the bases. when i play against the AI i played on each difficulty and on the easier of them i easily took over that area in the north with the neutral refinery and got a quick inflow of cash and then cut the AI's resources out. i still did that to the hard AI but they withstood it a bit more which was expected though.
-you coulda implemented more triggers IMO AKA day/night loop and those moving vehicles you originally planned on possibly putting in there.
-also the 2 left side players seemed to have more build room IMO

but its still a great map for the detail. and has a chance of being spotlighted still


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