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> [FS] Island Warfare 2.2 (2), !!UPDATED!! [huge pics]
daTSchikinhed
post Oct 31 2007, 04:08 AM
Post #1


Mr. Moosey!
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Screenshots have been updated
Thanks to Team Black for the trigger help.

Anyways, here:
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Mission Briefing:
Southeast of the supercity New Dallas (on which construction has been halted due to the recent war), there is a group of islands valuable in resources. Many here live simple lives with simple tasks. Both GDI and Nod were dominant here, but left for reasons unknown to us at this time. We may or may not have left behind technology. The local militia guarding the supercity abandoned their posts a few months back, but again, nobody knows why. It was hoped by many living in the area that maybe the war would forget the place and let them live in peace. However, the abundance of resources and possibility of left-behind technology is too much. Go and scout the place out, Commander. Other commanders are here looking too. If you find any tech, use it to your advantage. Good luck, Commander. You'll need it.

End Transmission.
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here be screenies!

PS: All your base are belong to daTS. =]

EDIT1: Updated lighting
EDIT2: Fixed a small bug regarding the bridge jsut north of the hospital/armory island.

This post has been edited by daTSchikinhed: Nov 6 2007, 06:58 PM
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Attached File  IslandWarfare.zip ( 177.15K ) Number of downloads: 205
 


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eXit
post Nov 7 2007, 09:33 PM
Post #2


Attack Buggy
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So i played it. I must say that i really did enjoy it, there's not much to look at from the graphical side, but the gameplay was awesome.
There's one thing in where you could heavily improve, slopes. The map was basically flat, but if you just play it and not rate it, you won't really see it, because you did a rather good job hiding it with cliffs and buildings, but the lack of slopes took the most points down.
Overall lighting was great, although you could of have done a better job with lightposts, make them more visible, place more perhaps, give your map attitude wink1.gif . This didn't drag my opinion down but didn't really earn you more points.
I noticed a small bug, if it is. I see you have placed a destroyable cliff at the back of that abandoned Nod base, but theres no way you can get near it with amphibious or hover vehicles, since the bridge was too narrow to pass and on the other side the cliff was a bit too near to the border, so the only way GDI could get there is by Carry-all's, Nod however, had no trouble getting there.
As i said ealrier the gameplay was awesome, i have never seen the AI actually attack from all 4 sides. In the beginning, they only attacked from the 2 nearest sides, wich was pretty cool, but i was amased when they sneaked to the furthest entrance and actually invaded from there, harassing my harvesters. There were various entrances and strategical opportunities to attack the enemy's base, wich makes the gameplay even more amusing.
I really liked those abandoned bases, i usually play with TechLevel 9 and those were very important buildings at that level. Although the AI doesn't know it and i could practically leave them undefended, but those could be key structures in an online match.
I would recommend leaving atleast 1 bridge undestroyed in the beginning, because i was thinking why the enemy never attacked and was forced to turtle. Wich was kinda silly since i didn't realise it until we both had so great defenses, that i didn't even finish the match.
One little thing, the blue lightposts at the top-left corner have to be toned down, it's great that you made that city special but the only thing special about that was that i never looked there since it looked nasty.
Well seems that the map's future is in my opinion, "To spotlight, or not to spotlight!"


I'll say...Spotlight! wink1.gif
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Posts in this topic
- daTSchikinhed   [FS] Island Warfare 2.2 (2)   Oct 31 2007, 04:08 AM
- - CrashKing   The lighting is killing my eyes! You HAVE to t...   Oct 31 2007, 07:06 AM
- - Dudeinabox   QUOTE (CrashKing @ Oct 31 2007, 08:06 AM)...   Oct 31 2007, 08:40 AM
- - Team Black   I agree with the lighting thing.. especially the p...   Oct 31 2007, 02:11 PM
- - BlackieChan   I like it, but I'm not to sure about the pink ...   Oct 31 2007, 07:15 PM
- - daTSchikinhed   UPDATED! New Lighting. Couple of trigger tweak...   Nov 1 2007, 04:51 AM
- - Team Black   Yeah, it's a good improvement. Nice job dude   Nov 1 2007, 05:50 PM
- - Uufje   Whoa, I like the lighting very much! It gives ...   Nov 1 2007, 08:13 PM
- - daTSchikinhed   haha yay. I'm pretty much determined to make ...   Nov 2 2007, 03:42 AM
- - eXit   Sorry dude, i would play it and rate it but...I do...   Nov 3 2007, 12:17 AM
- - Python   Very nice work daTS! I would defiantly give i...   Nov 3 2007, 12:24 AM
- - BloodReign   great job fixing the light posts now it has more o...   Nov 3 2007, 12:25 AM
- - daTSchikinhed   Yeah, but the ingame minimap is much more accurate...   Nov 3 2007, 12:45 AM
- - Warlord   I'll play it and rate it. EDIT: Lighting: 8...   Nov 3 2007, 10:20 AM
- - CrashKing   Warlord... overlaping water doesn't matter at ...   Nov 3 2007, 01:26 PM
- - Team Black   Well it's generally good to not overlap the wa...   Nov 3 2007, 03:08 PM
- - daTSchikinhed   hmm... i think, however, with that much water, it...   Nov 3 2007, 03:47 PM
- - daTSchikinhed   Updated, fixed a small bug regarding the bridge ju...   Nov 6 2007, 07:00 PM
- - Team Black   Updated the map pack. I'd spotlight it now, bu...   Nov 6 2007, 08:26 PM
- - daTSchikinhed   rawr! this is making me anxious. if TB wants i...   Nov 7 2007, 06:26 PM
- - daTSchikinhed   Come on guys! Just a few more good comments...   Nov 9 2007, 04:14 AM
- - Ixith   ok daTS I finally got around to this. lol Review:...   Nov 10 2007, 08:41 PM
- - daTSchikinhed   damn. *heart breaks* *opens final sun*   Nov 10 2007, 09:57 PM


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