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-Cliffwork: overall a decent job. I did not spot a single cliff error although i only did a brief look over of them. I do have 2 things though...
a)Your next step with cliff work is using it to do major terrain leveling differences. The 2 spots on your map that I see this right now are the canyon area and the upper left corner that splits the 2 left side players
I know I should use cliffs more for terrain leveling differences, and I've been trying to do so since I released The Hills Have Eyes.
I already have a work-in-progress map that will have cliffs used more for terrain leveling differences, so you'll see this more in the future.
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b )as for the canyon. I think the upper right side seemed more canyon like to me. It just seemed as if the cliffwork style itself in the bottom left seemed repetitive. The actual cliffs weren't though...it was more of a style thing I thinks. (yea this is a more picky kind of comment)
Hmm.. You're right.. I just noticed that myself.
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-Cliff ramps (aka Slope set pieces): I think you should experiment more with these. I think I only spotted 2 occasions where they were more than just a straight thing across. Make them more wide as this allows for more options especially if wanting to add a paved or dirt road going up it. As of right now your dirt roads just go straight up every time. If you look on some other maps you might get what I'm trying to point out here.
*looks at Tiberian Ring*
I'm not that sure how to do it.. but I'll try to do so in my next maps.
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-balance and placement of things looks good really and triggers look good from what I saw in finalsun. Though I must admit I was a little thrown off at first by the trigger names being in a different language. LOL
Heh, the trigger names are in Finnish. I actually wrote the names in Finnish to "throw people off" =P
It's quite easy to find out what the words mean though... You just need to understand what a few triggers do and you'll get the rest revealed.
I think that I should have leaved more open space for the players to build their base. Right now you can't build a base much larger than the AI opponents do (Although no-one really needs a base larger than the AI does, I still think there should have been more building space..)
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So I will try to play this sometime this weekend and give an in-game review and my opinion on spotlight worthiness or not.
Okay..
Thank you both for your comments and thanks to Team Black for the spotlight vote. I find this map's terrain detail and lighting much better than my previous maps'.
This post has been edited by ^Rampastein: Mar 15 2008, 04:02 PM