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> [FS] Siege City (2-4), Updated version 1.35 all known errors fixed
Team Black
post Nov 4 2007, 08:59 AM
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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



Yes, when I started this map I opened up FinalSun for the first time, in back in September 2006.
March of 2007, posted a preview, and it's really come a very very long way since then.

After a great deal of adjustments, monotony, failures, and successes - there were many times where i just wanted to scrap this map entirely.. but I kept with it, till now - I think it's finally ready for public release!

Behold the megamap:
Attached Image
(last minute change - tib by player's bases is now green instead of blue)

This map is called "Siege City" for a good reason. As you will notice, all four players are in well fortified in each corner. However, there's limited tiberium by each base. In order to maintain a good economy, players must venture out into the larger tiberium fields, where their harvesters are more vulnerable. I've made several structures capturable, which players may use to extend the reaches of their base.
al of the Tiberian Dawn buildings (power plants will supply power - also keep in mind the TD buildings aren't repairable),
solar panels (supply power)
Civilian array (radar, and cloak detector)
Civilian armory (lets you build sandbags... lots of em)

You may also utilize the civilian air transports as you see fit - simply load up a tranport with 5 troops, and it will automatically fly to the next airbase and unload. The Chinhook transports travel in a clockwise direction around the map from base to base, and the orca transports travel counterclockwise.
Attached Image

The civilians in this region are aware of the importance of maintaining a steady transit system. If the train in operation happens to be destroyed, another one will automatically take its place.
Attached Image
(no, bikes aren't equipped with core defender guns in the final version - that was just for testing wink1.gif )

Features I wanted to implement, but ditched:
>This was originally going to be a TS:Retro map, using dropship/dropship bays as the civilian air transports. Firstly - I couldn't get it all to work properly, second - the map was crashy with Retro. Third - Retro isn't really that good of a mod anyways..

>I wanted the trains to carry & unload passengers. You have no IDEA what kind of mental pain and agony I went through trying to get this to work. What little I learned from all that mind grinding is posted in the train research topic.

>I wanted to implement a day/night loop where the mutants turned enemy at night, then ally at day.
I got a good day night loop going, but I couldn't get my trigger to spring correctly. Not only that, but my on/off day/night lightposts weren't even working the way I wanted. I figured, even if I were to put in this feature, I wasn't even really sure if it would be good for the gameplay aspect of the map. After much frustration, I deleted all the mutants, and the day/night triggers (which screwed up my trains, so then I had to play with those a bit to get em working again :wall: )

Now at 4AM Nov 4th, here it is at last. Enjoy wink1.gif

EDIT: Now updated to 1.35 as of the last edit. Fixed air transports, trains, tunnels, bridges, and every error I could find (thanks LKO for finding some errors smile.gif )

CLICK HERE TO DOWNLOAD VERSION 1.35
the PPM topic

This post has been edited by Team Black: Nov 11 2009, 05:22 AM


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Ixith
post Nov 9 2007, 12:10 AM
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Cyborg Reaper
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Joined: 21-October 06
From: Ohio
Member No.: 27
Alliance: Nod
Favorite game: Tiberian Sun



Well I played it and I must say it was quite good. Though of course I always come up with stuff to say about it and how to improve. smile.gif

Cliff work: 8.7/10 no cliff errors were found. They just seemed...well....that the placement style was quite repetitive across the map. Also I'm adding it to this section because it kinda has to do with cliffs but anyways 2 of your back facing tunnels were overlapped by other things. 1 is near way point 21 and its where the train ramp comes down right after the bridge. I think its being caused by the back tunnel being too close to the ramp. 2nd one is up in the top right by that war factory. The war factory kinda, though not too badly, overlaps the tunnel and kinda looks weird. Also a third thing is next to that where the tunnel opens up on the other side and goes to a bridge across a water way...part of the bridge looks like a normal overlay was placed on top of it and it made me think there was a cliff error at first. I suggest fixing that.

Layout/concept: 9/10 it was an interesting layout however I didn't really like how there was only 1 access into each base except the bottom left player who had 2 bridges although he could choose if those bridges would be destroyed and would stay that way.

Lighting: 8.8/10 the lighting was great. Just needed a day night loop and maybe something more on the city area as for some reason I felt that was lacking something.

Triggers: 8.5/10 the trigger were nice. although I do suggest putting the meteor shower thing to be a little later on as I didn't get to see it as I was still getting my base set up to basics and scouting around the general area. Coulda possibly used an ion storm in there somewhere.

Game play: 7/10 this one hurt ya i think. Due to small things here and there I really didn't like game play. The AI played how they normally play. However, at times it was just too easy to defend against them due to there only being 1 entrance to a base and it being easy to protect from AI. also I really disliked the sniper things...too many of them here and there made for an annoyance IMO when traveling around and getting sidetracked on "where the hell is that stupid thing" XD sure it was a laugh for awhile but it just wasn't that great.

Overall: 8.4/10 Spotlight worthy (truthfully i think i go too easy on my judging though XD ) All in all I say this would make for a better map to play against other people online much more than against an AI as the AI is just too easy to defend against but bundles up their artilleries/juggernauts and makes it hard to penetrate their base except via air. So against the AI you get a kinda long boring game.

Now this one I didn't add because its more of a stupid AI thing than anything but the top right AI just kept shooting at a random part of the laser fence walls with their juggernauts. They didn't target the building towers.....just a section of the wall which does nothing obviously. So yea.... thats just one reason not to include walls a lot of the time.

is this a long enough review for ya XD didn't expect it to be THIS long.


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Posts in this topic
- Team Black   [FS] Siege City (2-4)   Nov 4 2007, 08:59 AM
- - eXit   Wow, that looks REALLY good for a first try, it lo...   Nov 4 2007, 10:47 AM
- - Nintyuk   drools   Nov 5 2007, 10:00 PM
- - Team Black   Made some small changes, thanks for the comments. ...   Nov 6 2007, 06:16 AM
- - daTSchikinhed   The train idea is f*cking brilliant. Hell, spotli...   Nov 6 2007, 09:19 AM
- - Tore   Stop the train! :O Parts of the map is awesome...   Nov 6 2007, 02:59 PM
- - BlackieChan   Spotlight vote #3   Nov 6 2007, 03:13 PM
|- - Altzan   I had a lot of trouble with the helicopters, espec...   Nov 30 2007, 07:14 PM
- - Team Black   Have you downloaded the latest version? I fixed a ...   Nov 30 2007, 07:22 PM
- - Altzan   Yeah, same thing... Still i don't blame you. I...   Nov 30 2007, 11:48 PM
|- - Altzan   Could you replace the choppers with subterranian A...   Dec 2 2007, 01:51 AM
- - Team Black   Well, civilians don't really use subterranean ...   Dec 2 2007, 03:13 AM
- - Aro   Also, they can't dig through pavement, which w...   Dec 2 2007, 05:48 AM
- - Altzan   I could give it a try, but I don't want to edi...   Dec 3 2007, 02:08 AM
- - Team Black   I actually forgot abot the snipers till someone me...   Dec 3 2007, 01:39 PM
- - sniper   awsome map, lots of things to do(like chase the tr...   Dec 5 2007, 05:42 PM
- - Altzan   I also noticed that when infantry go through some ...   Dec 5 2007, 06:43 PM
- - Aro   This is easily fixable. They've written many-a...   Dec 5 2007, 09:43 PM
|- - Ixith   QUOTE (Aro @ Dec 5 2007, 04:43 PM) This i...   Dec 5 2007, 09:54 PM
- - Team Black   Version 1.3 >fixed air transports, now they wor...   Dec 25 2007, 10:00 PM
|- - Altzan   Awesome! *goes to test* EDIT: Um, I'm not...   Dec 26 2007, 02:13 AM
- - Aro   Yeah... The exact same thing happened to me. Team...   Dec 26 2007, 02:36 AM
- - Team Black   Updated to 1.31: >Start locations fixed >Som...   Dec 26 2007, 02:56 AM
- - Altzan   Shortest time between versions ever. *downloads* ...   Dec 26 2007, 03:54 AM
- - Team Black   One more update to v1.32 >Removed sniper billb...   Jan 2 2008, 01:17 AM
|- - Ixith   QUOTE (Team Black @ Jan 1 2008, 08:17 PM)...   Jan 2 2008, 03:36 AM
- - Aro   LOL!! Sorry, But Ixith's fix in your q...   Jan 2 2008, 03:45 AM
- - Team Black   Well I know I've been pulling a EA with all t...   Jan 2 2008, 04:10 AM
- - Team Black   UPDATED all known errors have been fixed!   Jul 5 2008, 08:03 PM
- - Ixith   QUOTE and next week you can expect Siege City v1.3...   Jul 5 2008, 09:48 PM
- - Team Black   I knew you were going to post that LKO gave me a...   Jul 5 2008, 11:05 PM
- - Aro   I Knew Ixith would do that.   Jul 6 2008, 03:03 PM


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