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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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Favorite game: Tiberian Sun



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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Team Black
post Apr 14 2008, 09:46 PM
Post #2


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WOW

sorry it took so long to spot this map..

This map has a lot of good eye candy and good lighting, nice layout, I also like the day/night thing you did with it.

My biggest problem with this map are the overpowered civilians. It's one thing to make them a small harassment, but anything more than that is straight annoying to the gameplay.

1. The AI attacks civilians as if they were a player
2. Your units will not auto attack the neutral house. I got very sick of having laser-cars go to the middle of my base unchallenged and then unloading all sorts of super-missile infantry all over the place.
3. These civilians here are straight overpowered. They're everywhere, killing everything.. a pickup killed my mammoth MK2! I don't even want to start on the superheavy obelisk-of-darknesses all around.
It makes it very annoying to try and scout, and attack, then have your army die by a few railgun-carrying civilians

Take away the fighting civilians, and you've got a spotlight wink1.gif
Keep some SAM and some small outposts, but please get rid of the major stuff

This post has been edited by Team Black: Apr 14 2008, 09:49 PM


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Rampastring
post Apr 15 2008, 02:46 PM
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Heh, nice bump there.. although I think it's ok since I wanted more comments for this map. Btw, could update the link in the first post to 1.1?

You can find version 1.1 from post #6.

QUOTE (Team Black @ Apr 15 2008, 12:46 AM) *
WOW

sorry it took so long to spot this map..

This map has a lot of good eye candy and good lighting, nice layout, I also like the day/night thing you did with it.


I also think I succeed quite well here.

QUOTE (Team Black @ Apr 15 2008, 12:46 AM) *
My biggest problem with this map are the overpowered civilians. It's one thing to make them a small harassment, but anything more than that is straight annoying to the gameplay.

1. The AI attacks civilians as if they were a player
2. Your units will not auto attack the neutral house. I got very sick of having laser-cars go to the middle of my base unchallenged and then unloading all sorts of super-missile infantry all over the place.
3. These civilians here are straight overpowered. They're everywhere, killing everything.. a pickup killed my mammoth MK2! I don't even want to start on the superheavy obelisk-of-darknesses all around.
It makes it very annoying to try and scout, and attack, then have your army die by a few railgun-carrying civilians


Mmm, the original idea (the fighting civilians, not the layout or anything other things in this map) was taken from the RA1 map "The Hills Have Eyes", which had über fighting civilians around attacking everyone =P

The map was quite fun, since your units automatically attacked the civilians (although in rare cases they could destroy your whole base, which wasn't that fun).

However, the way TS handles the Neutral house made the idea quite boring and annoying, like you said.

1. This is a good and a bad thing at the same time. While the AI attacks the civilians, they don't attack other players, but they also don't get killed by the civilians. Also, at least I sometimes attacked the cities just because of the loaded trucks (crates!) there, and it was interesting to see the AI attack them too.

2. Did you download version 1.0 from the first post or version 1.1 from some posts below the first one? (this is a very important thing.. In version 1.1 the civilians' behaviour is much better compared to 1.0. For example, they attack only base defenses, since base defenses shoot back automatically, the civilians have been made weaker and some other scripts were fixed.)

3. That was the original idea!.. But the way TS handles houses made it a bit annoying. The cities are quite easy to deal with though.

QUOTE (Team Black @ Apr 15 2008, 12:46 AM) *
Take away the fighting civilians, and you've got a spotlight wink1.gif
Keep some SAM and some small outposts, but please get rid of the major stuff


I'm not sure if I will update the map this late.. It's 3½ months old and doesn't fit well into my current style.

I will do so if some other mappers think the same though.. I think you quite can't decide on the spotlight by yourself.

There is also a thing I hate in this map: The poor performance. When the "late night" stage comes, dozens of lightposts activate and the map becomes really heavy. confused.gif

(My new computer has stuff like Athlon 64 X2 4200+, 2 GB RAM, an about two year old Radeon card etc., and the game starts slowing down with my personal mod's AI (much heavier and better than the original TS one) and 6 players while I play this map.)

This post has been edited by ^Rampastein: Apr 15 2008, 02:49 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
- - Aro   I Did promise you I'd get you a full review at...   Jan 10 2008, 10:19 AM
|- - ^Rampastein   A review! Yay! QUOTE (Aro @ Jan 10 2...   Jan 10 2008, 12:34 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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