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> Yelcraz Island (2-3), Version 1 of my 22nd map
Ixith
post Jul 13 2007, 09:30 PM
Post #1


Cyborg Reaper
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Favorite game: Tiberian Sun



Well its about time I release this map. Note that this is version 1. See below for more info on the version thing.

Map Info:
Name: Yelcraz Island
Map Maker: Ixith
Map Size: 135X135
Players: 2-3
Theatre: Temperate, Massive Island
Info: This 3 player map features a quick and stragetic start. Each player has sufficient build space and tiberium to use however they are also fairly close to the other players. The map may seem smaller than the preview initially...I suggest scouting around to find something that may...increase your enjoyment of battle and options of tactics. wink1.gif XD
This is my 22nd completed map. So enjoy it. wink1.gif

This is version 1 of most likely 2. Reason for there to be 2 versions:
-I wanted to get this out soon.
So what will be added into version 2:
-More lighting areas such as around VHM spots
-More Extras (yes there are extras and fun things in this map....though not really with triggers anymore/yet)
-Fixing up of certain triggers and lighting. (namely the ion storm lighting.....as the ion storm seems WAY to bright as of right now. It seems its because of the alpha light posts...this WILL be fixed in the next version)

Story: The sector in which Yelcraz Island lays is covered in many resort towns where many families go to vacation. Lately due to weather changes many meteors have made their way in the area around Yelcraz Island and powerful ion storms have also started appearing. However, the locals have some how managed to stop the ion storms lately. They say its their prayers to God at their churches.

Pics: (pics were taken while playing TS: Squared)

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and......now for the greatness....A MEGAMAP PREVIEW!! XD All credit for this megamap preview goes to Team Black and there will be something in a later version of this map that will credit him inside the map to tongue.gif

Attached Image
dont laugh at mah horrible drawn paint arrows that show the start positions XD

EDIT: Yes, I do know that there are civilians in places were they shouldn't be......this is caused by them getting pushed by the boundary.......if ya know what i mean XD I am afraid i dont know quite how to fix this.....though i do have some ideas.......

This post has been edited by Ixith: Jul 13 2007, 10:30 PM
Attached File(s)
Attached File  Yelcraz_Island__2_3_.zip ( 335.06K ) Number of downloads: 397
 


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Crash
post Jul 15 2007, 09:45 PM
Post #2


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Favorite game: Tiberian Sun



I played it! Time to review...

Detail: The detail level was nice, everything looks good. Another 10\10

Layout: The layout was cool, it was special. The cliff work, bridge work... all nice. 9\10

Lighting: Quite nice, I see you didn't add green light posts to some fields.. that is a minus. Looks dumb in my opinion. I also think you could have added Negative light posts all around the water instead of only by the caves 7\10

Balance: I see no balance issues.... 10\10

Triggers: Some nice cool trigger work there wink1.gif Quite nice expansion to the gameplay. Scrooge! 9\10

Overall: Somethings not in these catagories drag down.. 8.5\10

Misc:
-I didn't quite like the cities, some buildings were faced the wrong way and stuff.
-It's quite hard to figure out what to capture to expand the map... maybe middle map place it?


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Ixith
post Jul 16 2007, 03:22 AM
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Cyborg Reaper
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Favorite game: Tiberian Sun



QUOTE (Crash-King @ Jul 15 2007, 05:45 PM) *
Layout: The layout was cool, it was special. The cliff work, bridge work... all nice. 9\10
Triggers: Some nice cool trigger work there wink1.gif Quite nice expansion to the gameplay. Scrooge! 9\10

what would have brought those scores up?

QUOTE
Lighting: Quite nice, I see you didn't add green light posts to some fields.. that is a minus. Looks dumb in my opinion. I also think you could have added Negative light posts all around the water instead of only by the caves 7\10
once again you bring that up....remember that IMO and quite a few others you don't want to put green lighting in EVERY tib field even if it has tib trees in it. If I would have done that in this map there would have been WAY too much green.

as for the negative light posts in the water thing.....i only added them around the water caves to give a little emphasis on those. If I would have put them throughout the water then 1)there wouldn't be any emphasis on the water caves 2)that would have been an extreme amount of negative lights. 3) Why make everything so similar? I wanted there to be differences to contrast and emphasis things as if all the water has negative lights it makes those few spots that does have it already less special. Get what i mean?

QUOTE
Somethings not in these catagories drag down.. 8.5\10
Misc:
-I didn't quite like the cities, some buildings were faced the wrong way and stuff.
-It's quite hard to figure out what to capture to expand the map... maybe middle map place it?

ok i take it that the things that don't fit in those categories are these 2 things? If thats not all of them then please say what else as I can't get better if you don't tell. wink1.gif

but to counter with my opinion roll.gif
1) show some examples of what you mean with the buildings facing the wrong way and "stuff" but personally since it is a 2d engine and you can't see all sides of the buildings you can't be 100% sure your looking at the front. wink1.gif
2)How is it hard to know what to capture that will expand the map? I mean......its the only structure that makes sense plus it is centered in that 4th area that the players can't just quickly access. Also why would I center it on the map? that would make it to easy to access plus it would make it seem like it has extreme importance. Which is not what is needed. The idea was to keep it in a place off the main portion of the map and in a place where you might actually see a thing like that.

and like Team Black said on MSN
QUOTE ("Close to What Team Black on MSN")
If theres a civilian Array on the map, you have to capture it XD

he said something like that roll.gif


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