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> FS The Hills Have Eyes (2-6)
Rampastring
post Dec 27 2007, 11:48 AM
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This is my 3rd to-be-released-publicly map.

Size: 120x140
Players: 6
Mapper: ^Rampastein
Lighting: Bright "golden", will change to dark red after some time of gameplay.
Tiberium amount: Hm.. Enough.

The civilian in the area are tired of the war and to the soldiers and tanks moving around. They have warned the 6 commanders that if they kill too many of the civilians they should start digging graves for their soldiers.

If you have played some skirmish in RA: Aftermath, you should know something more about the civilians wink1.gif

It's the end of the summer in this map, and the night is coming closer as the players start making their bases.
After some time the sun starts going away, and there is a beautiful red glow in the sky, which affects the ground lighting too.

So, this map's lighting will start going darker and more red after some time of gameplay, but it doesn't have a day/night loop.

Screenshots:

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; This is how the map looks like in the start.

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;Argh, accidently pressed the Windows key before taking the picture -.-'

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; Final lighting in the map, comes after a long time of gameplay.

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I have a lot of time to do this map on the holidays, so expect this to be released soon.

I will make some small lighting changes, like making the cliffs brighter compared to the normal ground.
And of course, I will add Bridge Repair Huts.

Fixed the minimap - save as PNG from now on
-Team Black


This post has been edited by Team Black: Dec 27 2007, 06:13 PM


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Aro
post Dec 31 2007, 01:23 PM
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Cyborg Commando
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What I hate with a passion, is the fact that in the red lighting, all structures and units are pitch black (Don't even think about making a "Goth's like black" comment anyone dry.gif)
Apart from that, Everything else is looking good, to be honest.


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Rampastring
post Dec 31 2007, 01:44 PM
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QUOTE (Aro @ Dec 31 2007, 03:23 PM) *
What I hate with a passion, is the fact that in the red lighting, all structures and units are pitch black (Don't even think about making a "Goth's like black" comment anyone dry.gif)
Apart from that, Everything else is looking good, to be honest.


Sorry, cannot do anything to that, though I already added Team Black's idea to this map, which makes it better.

Testing started. I would've put even more civilian stuff to the map, but I ran out of waypoints xD

This post has been edited by ^Rampastein: Dec 31 2007, 01:44 PM


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Rampastring
post Dec 31 2007, 05:25 PM
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Just got my first test session finished, however, I will play a second one before releasing the map.

I changed the civilians so that they will destroy all defensive structures before attacking other structures. This change was necessary because otherwise the AI didn't always attack the civilians who were destroying their Construction Yard.

To the players of normal, unmodded TS and for those who haven't modified the AI smarter: It is recommended to play this map with AI level 2, because otherwise the civilians might cause too much problems for the AI players.

I've also added more yellow light to the cliffs.

A huge load of screenshots for you! Note that these screenshots were taken while having Visual Details on Low, because I was playing with my old computer and the game wouldn't have been too playable with Visual Details on Normal/High.

So, if you're playing with Visual Details on Medium/High, this map will look better than it looks in these screenshots.

**Day**

Ingame screenshot of the chokepoint

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A player's starting location west of the eastern city

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An other chokepoint; the civilian shot the AI player's harvester and the AI player is counterattacking the civilian.

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For the most part, the AI does fight the civilians back.. Actually, it sometimes gets annoyed of the civilians and can fire them with a superweapon.

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An AI player attacking the civilians

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**Afternoon**

A junction next to a player's starting location

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A chokepoint at afternoon

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A screenshot of a waterwall, while some civilians are attacking an AI player's laser turret

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**Late afternoon**

A chokepoint at late afternoon

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**Early night** ; Will be a bit brighter in the release version

The red glow is coming.. and about 1/4 of the map is glowing red.

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The red glow is expanding.. and about half of the map is glowing red.

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3/4..

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The whole area is darkening and the red glow has expanded to the whole area. (Isn't the same as final lighting, as in the final lighting the map will be even darker and even more red, I just didn't have enough time to play that long)

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Comments are welcome wink1.gif

This post has been edited by ^Rampastein: Dec 31 2007, 05:46 PM


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Posts in this topic
- ^Rampastein   FS The Hills Have Eyes (2-6)   Dec 27 2007, 11:48 AM
- - Team Black   Some intense lighting there.. You can add these t...   Dec 27 2007, 06:17 PM
- - CrashKing   Looking at the minimap, there is a lot of space th...   Dec 28 2007, 05:55 AM
|- - ^Rampastein   Thanks for the extra lighting thing TB, might be u...   Dec 28 2007, 09:56 AM
|- - ^Rampastein   Some progress information: Today I : - Made a ne...   Dec 28 2007, 02:40 PM
|- - ^Rampastein   Hmm.. I have a little problem with an idea I'd...   Dec 29 2007, 10:32 AM
|- - Ixith   QUOTE (^Rampastein @ Dec 29 2007, 05:32 A...   Dec 29 2007, 05:21 PM
|- - ^Rampastein   Hmpf, so I can't put that to my map. Well, I p...   Dec 30 2007, 09:53 AM
|- - ^Rampastein   The ground is now detailed! (Some shores will ...   Dec 30 2007, 04:57 PM
- - CrashKing   Hey! That looks very good actually. The only ...   Dec 30 2007, 06:02 PM
|- - ^Rampastein   Hm, I don't have a problem with tiberium on ve...   Dec 31 2007, 09:52 AM
- - CrashKing   Well, AFAIK tiberium kills grass and trees. Atlea...   Dec 31 2007, 11:13 AM
- - Dudeinabox   QUOTE (CrashKing @ Dec 31 2007, 11:13 AM)...   Dec 31 2007, 11:21 AM
- - eXit   Tiberium mutates grass and trees, thus, there are ...   Dec 31 2007, 11:45 AM
|- - ^Rampastein   Some progress info: Arrghhh, I'm getting mad, ...   Dec 31 2007, 12:33 PM


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