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> FS The Hills Have Eyes (2-6)
Rampastring
post Jan 1 2008, 02:06 PM
Post #1


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Since I can edit my posts now, I've updated the download of the newest map version (1.2) to this post (It was in post #25 originally).

Here is my third map.

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

The civilians in the area are annoyed of the war and of the battles in the area, and have warned the commanders that if they kill too many of the civilians they should start digging graves for their soldiers.

It's the end of summer in this map, and the night is coming while the players are building their bases and fighting in the area.

After some time the night comes, and there is a beautiful red glow in the sky.

This map's lighting will start going darker and more red while playing, but it doesn't have a day/night loop.

Day will last long, then it starts getting darker quickly, then it comes red, and after a long time it becomes even darker and the red glow in the sky gets stronger, making the ground red too.

This map has the following keys in the AI section.

Paranoid=no ; To make sure the AI players don't ally with the civilians.
ComputerBaseDefenseResponse=8 ; To make sure that the civilians will get some damage if they attack an AI player's base or harvesters.

So, this map is a free-for-all map.

Screenshots:

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**Day**

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**Afternoon**



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**Late afternoon**



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**Early night**



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**Late night**



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Attached File  The_Hills_Have_Eyes_120.zip ( 250.06K ) Number of downloads: 519


This post has been edited by ^Rampastein: Jul 3 2008, 11:23 AM


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Aro
post Jan 10 2008, 10:19 AM
Post #2


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I Did promise you I'd get you a full review at some point. Now because I never go back on my promises, Here it is (as promised). tongue.gif

Detail : 7 / 10 - It wasn't bad actually, you're best detailing yet. The only major issues that I saw was that slopes are a little bit blocky, and that the same LAT tile is used too much one one place. However, using the sand around the dirtroads was a nice touch, thumbs up on that one.

Layout : 7 / 10 - Again, It wasn't bad. I'm liking the use of water to seperate the positions used here, It works effectively. I'll tell you what though, the layout may be good, but the AI was a pain pain in the ass too attack on this map. It didn't attack me, It just left all of it's forces in its base and everytime I attacked them, my armies got battered. wacko.gif

Lighting : 8 / 10 - You seem to like being adventurous with the lighting, which is never a bad thing, the different day-night loop lightings looked good to me, apart from that horrible pitch black building lighting (Yeah, Pitch black may be a bit of an over exaduration).

Triggers : 5 / 10 - Good to see a day-night loop. You could've added some extra triggers to improve the game-play. hmm.gif Something like meteors would've been a nice touch.

Overall : 7.5 / 10 - I woudln't say spotlight worthy, but deffinately a contender for the massive map pack. I Had fun on this one, despite the fact the AI was just boring and didn't move (Unless the AI was in the bottom right possition). Some more triggers could be added, and a little bit of spicing up on the detailing, and you'll have yourself a nice map here.

Good Job, Keep it up. wink2.gif


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Rampastring
post Jan 10 2008, 12:34 PM
Post #3


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A review! Yay!

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Detail : 7 / 10 - It wasn't bad actually, you're best detailing yet. The only major issues that I saw was that slopes are a little bit blocky, and that the same LAT tile is used too much one one place. However, using the sand around the dirtroads was a nice touch, thumbs up on that one.


Blocky slopes.. Hmm..

About the LAT tiles: There were some areas were certain LAT was used a bit too much, but if you noticed, the green lat around the rivers is meant to be there (like the sand around the dirtroads), since rivers are usually vegetated.

I didn't await for you to notice the sand around the dirtroads.. Thanks, I did it because dirt roads usually have a bit of sand next to them.

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Layout : 7 / 10 - Again, It wasn't bad. I'm liking the use of water to seperate the positions used here, It works effectively. I'll tell you what though, the layout may be good, but the AI was a pain pain in the ass too attack on this map. It didn't attack me, It just left all of it's forces in its base and everytime I attacked them, my armies got battered. wacko.gif


I noticed the same problem with the AI. It attacked rarely, and just built about 200 units to it's base. After it had built those 200, it still collected tiberium, but it didn't build anything. confused.gif

I had to use some really funny tactics to beat the AI, like building a second base close to them, building an EMP cannon, shooting them with it and then rushing them with 50 Titans and with the support of 10 juggernauts and lots of Hovers.

However, since Absturz's site about TS's AI is down, I really didn't know how to make it aggressive.

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Lighting : 8 / 10 - You seem to like being adventurous with the lighting, which is never a bad thing, the different day-night loop lightings looked good to me, apart from that horrible pitch black building lighting (Yeah, Pitch black may be a bit of an over exaduration).


It never had a day - night loop, it's just a normal time of day change. And yes, that "pitch black" goes a bit over.

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Triggers : 5 / 10 - Good to see a day-night loop. You could've added some extra triggers to improve the game-play. hmm.gif Something like meteors would've been a nice touch.


Emm... Extra Triggers? It already has dozens! And a lot of Civilian stuff.. and yes, I thought about meteor strikes too, but the area is a one with a large amount of population, so meteor strikes wouldn't really fit to the map. Also, I ran out of waypoints.


Hm, no comments about the civilians.. although I worked hard for those -.-'

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Overall : 7.5 / 10 - I woudln't say spotlight worthy, but deffinately a contender for the massive map pack. I Had fun on this one, despite the fact the AI was just boring and didn't move (Unless the AI was in the bottom right possition). Some more triggers could be added, and a little bit of spicing up on the detailing, and you'll have yourself a nice map here.


Thanks for the review. Without your review this massive amount of work would've got really ignored.

Now I just need comments about the civilians...

QUOTE (Aro @ Jan 10 2008, 12:19 PM) *
Good Job, Keep it up. wink2.gif


Will do, I have a small 4-player snow map in the works atm ^^

It will have a really cold feeling.. so cold feeling that you will have cold while you play it =P

Well, I'm aiming for a cold feeling, but it's also going to be a night map and I have the same problem as I had with Hiding in the Trees: The blockiness of the light. I simply don't know how to make it look good in dark snow maps confused.gif

Zomg, I've never wrote this much of text to a post before.. Btw, can you edit your posts in the "Idonia River" thread? I can't edit my posts here for longer than 30 mins, even though you seem to be able to do so.. And, congrats for 999 posts ^^'

EDIT: I just changed AutocreateTime to 2 and some minimum/maximum AI defensive team keys in Rules.ini and the AI is now much more aggressive... this might mean a new version. Btw, would fixing the AI make this map spotlight worthy? (Sorry, but this is important for me =P)

This post has been edited by ^Rampastein: Jan 10 2008, 06:37 PM


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Posts in this topic
- ^Rampastein   FS The Hills Have Eyes (2-6)   Jan 1 2008, 02:06 PM
- - ^Rampastein   Emm.. Sorry for the small bump guys, but I worked ...   Jan 2 2008, 01:09 PM
- - Aro   I've not commented, cause I've not even no...   Jan 2 2008, 02:02 PM
|- - ^Rampastein   QUOTE - Blocky shores, easily fixable. Hm, yeah, ...   Jan 2 2008, 04:35 PM
|- - ^Rampastein   Is this place getting inactive? This map got relea...   Jan 4 2008, 09:28 AM
- - Yuri 08   The map layout looks good, but the lightning could...   Jan 2 2008, 02:08 PM
- - Tartan Bunny   A nice quality map, with great subtle lighting. Go...   Jan 4 2008, 10:28 AM
|- - ^Rampastein   QUOTE (Tartan Bunny @ Jan 4 2008, 12:28 P...   Jan 4 2008, 11:24 AM
- - Aro   I've got my Tiberian Sun working, I'll hav...   Jan 4 2008, 11:06 AM
- - TSHyper   Rampastein sir, seems you have a talent for things...   Jan 4 2008, 11:30 AM
|- - ^Rampastein   Heh, thanks, I started TS mapping/modding and acti...   Jan 4 2008, 01:43 PM
- - TSHyper   Just because you got another game, dont mean you h...   Jan 4 2008, 01:45 PM
|- - ^Rampastein   Well, yeah, you're right, but there are also o...   Jan 4 2008, 02:34 PM
- - TSHyper   VK has found what is causing the WaveClass error, ...   Jan 4 2008, 02:46 PM
|- - ^Rampastein   Hmm, about the map: Should the lighting change be ...   Jan 4 2008, 03:16 PM
- - Team Black   WOW sorry it took so long to spot this map.. Th...   Apr 14 2008, 09:46 PM
|- - ^Rampastein   Heh, nice bump there.. although I think it's o...   Apr 15 2008, 02:46 PM
- - Team Black   I did download the latest version.. I'm going...   Apr 15 2008, 03:44 PM
|- - ^Rampastein   QUOTE (Team Black @ Apr 15 2008, 06:44 PM...   Apr 16 2008, 10:25 AM
|- - Ixith   QUOTE (Team Black @ Apr 15 2008, 11:44 AM...   Apr 16 2008, 10:50 AM
|- - ^Rampastein   Hmm, I've been thinking of updating this map. ...   Apr 18 2008, 12:45 PM
- - CommanderSpartan   It would be fun if the civs made themsevles after ...   Apr 18 2008, 06:06 PM
|- - ^Rampastein   Here is version 1.2 I announced about a week ago. ...   Apr 26 2008, 08:53 AM
- - Nod Strike   Look awesome. I should download it. And TB, I agr...   Apr 26 2008, 09:20 PM
- - Arsenal 121   Question: I'm running a modified version of SM...   Apr 28 2008, 04:34 AM
|- - ^Rampastein   QUOTE (Arsenal 121 @ Apr 28 2008, 07:34 A...   Apr 28 2008, 12:02 PM
- - Arsenal 121   How do you place the files into the expandXX.mix f...   Apr 28 2008, 11:56 PM
- - ^Rampastein   Well, I'm not sure if I can explain it clearly...   Apr 29 2008, 06:06 PM


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