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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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Ixith
post Nov 10 2007, 08:41 PM
Post #2


Cyborg Reaper
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ok daTS I finally got around to this. lol

Review:
Lighting: 8.5/10 The lighting was nice however there were a few things I think you could have done to spice it up some more. Such examples would be adding emphasis on the waterfalls, adding more to "New Dallas" as it seemed bland to me, slightly brightened the overall lighting up as it seemed a bit dark. Although if it had a day/night loop on it then it woulda been fine that way.

Layout: 8.8/10 nice layout really. but it just seemed it needed something although I couldn't quite place my finger on it.

Triggers: 7/10 Well the moving traffic TB added in was somewhat nice...though it was just one loop which got annoying. (although I only saw a bus and a loaded truck) Then array one didn't work wacko.gif I kinda edited it and went and played it again and already forgot what you originally had for the event but yea...it didn't work.

Gameplay: 7/10 It was ok but I disliked how you added in the missile silo and the Advanced comm center with the ion cannon. Generally try to stay away from that on MP maps IMO. Also the AI won't make a move on you at first since all the bridges are destroyed...I suggest at least having 1 fully connected route from player to player so that early attacks can happen fast and the AI will actually detect you sooner.

Also I'm somewhat surprised some of the bridges repaired due to the fact that most of the time a bridge that is longer than 12(or was it 15) cells will not fully repair unless supports are added in. Also another thing to do with the bridges...I think some of them have pieces floating above the cliff bridge part because I had seen a few times that my infantry went dark when crossing that spot on a few of those and also in one case they suddenly appeared a lot higher than they were just at.

Overall: 7.825/10 just barely not in reach of a spotlight vote from me. update and add to the lighting and maybe add in some other things and you will get it from me. smile.gif
(and i really need to stop giving such LOONNGG reviews....)


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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
- - eXit   So i played it. I must say that i really did enjoy...   Nov 7 2007, 09:33 PM
- - daTSchikinhed   Come on guys! Just a few more good comments...   Nov 9 2007, 04:14 AM
- - daTSchikinhed   damn. *heart breaks* *opens final sun*   Nov 10 2007, 09:57 PM


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