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> [FS] Polaris 2-4, 1 Year in the MAKING!
ORCACommander
post Apr 11 2008, 09:24 PM
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Hi all Well I finally decided to get off my fat ass and do something productive. Since I am limited in talent when it comes to mapping I have decided to start off small and start with a map converted from RA2. The origonel map name was Brink of Disaster. I hope it doesn't turn out like that lol. So here is the mini map and stats:

Map Name: [FS] Polaris (2-4)
MoneyOnMap: 250k+
RedTib: yes
Cities: Plenty of small villages
MainFeatureofthe Map: ICE!
Triggers: Moving vehicles and truck reinforcements done by Ixith
Atmosphere: Late Twilight with spotlights and Alpha posts
ModifiedRules: yes; artillery weapons and their warheads
RequiresFirestorm: Yes it will but might get by on 2.03 but not sure
AIEnhancements: Yes and they are made by the guy who made the terminator AI in a RA2 mod: Tony
FastXWISTransfer: Yes tested online transfer and it was done in less than 3 minutes
Version: 1.0 4/11/2008

Thanks to Team Black with online testing and the mega previews.

here is the mini!
Attached Image

The Not so Mini Mini:
click to see mega mega preview


This post has been edited by BloodReign: Apr 11 2008, 09:26 PM
Attached File(s)
Attached File  fs_polaris_2_4.zip ( 126.32K ) Number of downloads: 305
 


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ORCACommander
post Apr 15 2008, 07:18 PM
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From: GDI Command Base, Southern Cross
Member No.: 14
Alliance: GDI
Favorite game: Tiberian Sun



@everyone Personally I don't care whether or not its spotlighted as long as people have a good time playing it. So either stop bitching about it and give useful comments on the map or get python or dvd to review it and decide whether or not it deserved and instant spotlight and send it back to finished maps for further review.

@terrain As to flatness due to the size of the map and the cliffs it is really hard to add any hills and make them look good. Most I was really able to due was add the waterfall in the NW

@ Cliff lighting again. Ya I didn't really like the way ts made the cliffs look with the light settings but I didn't really have any ideas of solving it without interfering with unit paths. I would have put in a light post at the water fall but ti conflicted to much with the tib fields there.

@general lighting well I did not want to make it dark. I was trying to go for a twilight feel and if you tone it down it feel more night time I didn't vary the lighting around much because the area is sparsely populated and at night apart from forest fires lightning storms and volcanic events and certain photo luminescent organism produce light and of course tib which is why those fields are lit. Next release I may add some ambient light code to the civie buildings but that could cause some issues and may not work well.

@tib lighting like I said before it was a real bitch and I will be testing out crash's light code to see if there is improvement or not. In regards to its six with the green ones I was not gona make a f*ckin clone for each field so it would be custom tailored to each fields size. Just not worth it imo since it increases map size and rendering lag. I wanted the red fields the default size because it fit very well to begin with and with its darker color it understated the higher toxicity of aboreus.

thats all for now


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