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> [FS] Desolation Of The Evergreen (2-4)
j4m3sb0nd
post Nov 4 2007, 04:01 AM
Post #1


Grenadier
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Posts: 27
Joined: 21-October 06
From: Australia
Member No.: 25



Hi again everyone, here is my third map, and after my first two spotlighted maps, this map hopefully reaches the same level of quality.

The map depicts a red-zone known as the Desolate Evergreen, one of the earliest red-zones with unique flora that somehow manages to survive in the tiberium-induced lands of desertification, indeed, even the lakes and rivers dried up. An outpost exists in order to defend a nearby protection zone, however few maintain it, rather leaving the firestorm to defend against mutated onslaughts - nobody dares enter an old red zone. Intel suggests that it has become a safe hideout for exiled mutants, curious Aboreus tiberium-types, and resource dumping/trafficking.

Back from the story, the map facilitates 2-4 players, with the inner two players on high ground and the outer two on low ground. There are various entrances, and all sorts of tiberium scattered about the place. You can observe all the details in game I am sure... Wink

The map requires either FS or a mod which includes all of the content of FS, such as my own mod, TFADW (http://www.ppmsite.com/forum/index.php?f=155), or Diederik's mod, TSTW.

Enjoy, and feedback appreciated.


Minimap:



Many mutated passages and resources exist in the land of the Desolate Evergreen:


Exiled mutants maintain rigged arrays which are able to detect forces in a large radius (hint):


A hastily made warning by GDI patrols earlier in history to ward off lost citizens (if they managed to survive so deep into the red-zone):


Exiled mutants setup a small home amidst the pit of weeds and resources:


GDI Red-Zone Outpost:


Plenty of routes to traverse:


In a red-zone, you should be wary of the dark:


You can see the dried up lake-bed:


Download the map here: http://www.ppmsite.com/forum/download.php?id=18297

This post has been edited by j4m3sb0nd: Nov 5 2007, 02:28 AM


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Team Black
post Nov 4 2007, 05:51 PM
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Core Defender
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Posts: 2,841
Joined: 23-October 06
From: New York, U S of A
Member No.: 123
Alliance: GDI
Favorite game: Tiberian Sun



This map would make a nice "east vs. west' online map, by the way you set up the player locations.

The LAT is nicely done - I like the pattern you gave it.
The red light posts distract from your atmosphere - they need a decrease in LightVisibity, and maybe a little less LightIntensity

I'm worried that the destroyable cliffs by the mid players might allow too much tiberium life into their bases, but that's not a huge drawback, as tib creatures can still be 'led away' from your base into the opponent's.
Attached Image

Some veinholes have some slope errors in em.
Also, some too close to the mutant base, so that it cuts them off and makes them look bad.. just move the holes farther away from it and it should be OK
Attached Image

Cliff error:
Attached Image

I can tell that you put a lot of thought and effort into this map, so I'll vote spotlight as soon as these things are fixed. With a few more votes, I'll put it in it spotlighted maps.

This post has been edited by Team Black: Nov 4 2007, 05:54 PM


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