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> FS Swampflower (2-8)
Rampastring
post Dec 8 2007, 02:15 PM
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Ok, here's my 2nd map.

This map was originally a Megawealth RA2 map, which I made at April 2007. The detail wasn't the best and the lighting was boring.
About a week ago, I learned how to convert RA2 maps to TS maps. It was better than WW maps in RA2, so I decided to do a TS version.

Note that the map was designed for RA2's straight gameplay, and it might seem a bit weird. Players start close to eachother etc.
I didn't know how to do cliffs correctly when I made the RA2 version, so there are some cliff errors.

I still had fun with having some close-combat with the AI. (And of course, watching other players fight was also fun)

After the conversion I made the map much more detailed and remade the lighting. And, reduced the tiberium amount a lot.

UPDATED VERSION 1.31, DOWNLOAD HERE: Swampflower 1.31

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Note that this map's lighting is VERY buggy if you have Visual Details on low and I heavily recommend to play this map with Visual Details on Medium/High. (High looks the best ofc.)

I don't have any program capable of making ZIPs atm (Windows fails and the evualation period of Winzip is over), so would anyone here be interested of putting a zip here if I E-mail or PM the map to someone?

This post has been edited by Rampastring: Nov 19 2011, 03:25 PM
Attached File(s)
Attached File  Swampflower_1.31.zip ( 93.72K ) Number of downloads: 279
 


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Aro
post Dec 9 2007, 10:38 AM
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Time for your review, I'd think. wink2.gif

Detail - 6 / 10 - Hmm, 'twas alright. In some places, a certain LAT was used too much, and it didn't look all that good. But overall, there is a nice variation of eye-candy, including nice cliffwork... Nice to be fair anyway. tongue.gif (There where alot of cliff errors too; Be sure to look over your map in marble madness).

Layout - 8 / 10 - I Liked the layout actualy, It'd be perfect for some online games (Just another way for me to prove I could kick Team Black's ass). It's highly unrealistic, but it doesn't matter to be honest, cause as Team Black said, Straight forward game-play is always fun, and that overlooks the unrealistic style. biggrin.gif

Game-Play - 7 / 10 - Was alright. I played this map as a skirmish, so yeah, it more than likely wasn't going to be as good, being as on tournament maps, the human players have alot more common sense on what to do. Was Fun. wink2.gif

Lighting - 7 / 10 - Lighting was very unique if anything, which is something that I like about your maps. It's not too unique to look stupid, and it's unique enough to be likeable. Nice work here. (Some parts of the map where to bright, tone down the lighting in these parts, and you'll have a near perfect result with lighting) smile.gif

Overall - 28 / 40 (Screw the averages, this is easier to understand tongue.gif) - Overall, a nice map. Good for tournaments, and it was fun game play in general, you may want to add some more triggers, surprised etc.


~Aro


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Rampastring
post Dec 9 2007, 11:20 AM
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QUOTE
Detail - 6 / 10 - Hmm, 'twas alright. In some places, a certain LAT was used too much, and it didn't look all that good. But overall, there is a nice variation of eye-candy, including nice cliffwork... Nice to be fair anyway. tongue.gif (There where alot of cliff errors too; Be sure to look over your map in marble madness).


Well, IMO it looks better if there are a few open areas there; at least for my eye it becomes a bit too messy if most of the cells are occupied with different LAT. But, I know there would've been some places to improve.

QUOTE (^Rampastein)
I didn't know how to do cliffs correctly when I made the RA2 version, so there are some cliff errors.


..And fixing those now would be very hard without remaking the terrain near those cliffs. Meh, I'll fix those for the next update ^^

QUOTE
Layout - 8 / 10 - I Liked the layout actualy, It'd be perfect for some online games (Just another way for me to prove I could kick Team Black's ass). It's highly unrealistic, but it doesn't matter to be honest, cause as Team Black said, Straight forward game-play is always fun, and that overlooks the unrealistic style. biggrin.gif


It was actually designed like that; I drew my plan of the map to a paper before I started to make the map. I did the same for Hiding in the Trees. I have always liked starting locations which are close to eachother. (If you play RA1, choose a small map and put 7 AI players wink1.gif )

QUOTE
Game-Play - 7 / 10 - Was alright. I played this map as a skirmish, so yeah, it more than likely wasn't going to be as good, being as on tournament maps, the human players have alot more common sense on what to do. Was Fun. wink2.gif


Not much to say here; I agree with you. Also, if you noticed, there is a capturable Stealth Generator in the center of the map for online matches.
I also had fun since my modified AI started building huge amounts of infantry in the start and tried to start rush me. It actually almost worked; I had to build some light infantry, so they drained my money to 0 and after the battle I had about 10 units left.

QUOTE
Lighting - 7 / 10 - Lighting was very unique if anything, which is something that I like about your maps. It's not too unique to look stupid, and it's unique enough to be likeable. Nice work here. (Some parts of the map where to bright, tone down the lighting in these parts, and you'll have a near perfect result with lighting) smile.gif


I've also thought about the lighting being too bright. The thing is, I use the same lightposts in many places and it looks ok in most places. Homever, if I get it correctly I'll release an update smile.gif

QUOTE
Overall - 28 / 40 (Screw the averages, this is easier to understand tongue.gif) - Overall, a nice map. Good for tournaments, and it was fun game play in general, you may want to add some more triggers, surprised etc.

~Aro


Damn, didn't get any improvement from the score Hiding in the Trees got =P

Spoilers inside the black text!
Hm, there is a surprise there if you go near the abandoned Nod Base in the map. Remember to read the text in the billboard! ^^

I've thought about triggers myself, and I might add some to future versions.

Thanks for the rewiew.

This post has been edited by ^Rampastein: Dec 9 2007, 11:21 AM


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Posts in this topic
- ^Rampastein   FS Swampflower (2-8)   Dec 8 2007, 02:15 PM
- - Aro   Despite the, unrealistic layout, I think this actu...   Dec 8 2007, 02:39 PM
- - Team Black   Maps like these are excellent for online games, we...   Dec 8 2007, 04:09 PM
|- - ^Rampastein   Hm, pretty positive comments this far I got the ...   Dec 8 2007, 06:13 PM
- - Team Black   get the winrar trial   Dec 8 2007, 06:17 PM
|- - ^Rampastein   Well, I got the ZIP now.   Dec 8 2007, 06:20 PM
- - Aro   QUOTE "Realistic" maps like what ARO mea...   Dec 8 2007, 08:14 PM
- - Team Black   Yeah, 2p maps are pretty hard to decide teams on   Dec 8 2007, 08:23 PM
|- - ^Rampastein   Well, please stop discussing about other maps and ...   Dec 9 2007, 08:39 AM
- - Aro   With the light posts, something you could do, is g...   Dec 9 2007, 11:41 AM
|- - ^Rampastein   QUOTE (Aro @ Dec 9 2007, 01:41 PM) With t...   Dec 9 2007, 12:01 PM
- - Aro   Exactly my point. This helps bring an even better ...   Dec 9 2007, 12:21 PM
|- - ^Rampastein   ***UPDATE*** Swampflower Version 1.2 has been rel...   Dec 9 2007, 01:09 PM
- - Carnotaurus   AI's retarded and does not do anything on this...   Dec 9 2007, 09:32 PM
- - ^Rampastein   Really? In my tests (I played two short matches) i...   Dec 10 2007, 01:15 PM
- - Carnotaurus   Well, nevermind mu post than. It must be TS 3.0...   Dec 10 2007, 11:23 PM
|- - ^Rampastein   Thanks to Team Black for merging the posts. So.. ...   Dec 14 2007, 12:20 PM
- - Team Black   Yea, the unfair world of mapping.. maps require a ...   Dec 14 2007, 02:22 PM
- - ^Rampastein   Heh. I quess that maps would get more comments on ...   Dec 14 2007, 02:36 PM


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