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> FS City in Conflict (2-8), Releasing my fifth map..
Rampastring
post Jun 17 2008, 10:29 AM
Post #1


Tick Tank
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Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun



This is an 8-player MP map which I've been working on for 3 months (I started working on this before I released Frozen Canyon)

Size: 140x115
Players: 8
Theater: Temperate
Lighting: Dark teal, red during the ionstorm
Tiberium amount: Medium

This map plays in a yellow-zone city built in multiple islands. Most of the players start from a large island covering the smaller islands, but they need to attack other players from the smaller islands. All the islands are connected with bridges.

Like in my previous maps, there are small amounts of tiberium next to the players, but the most of the tiberium is between the players.

After a long time of gameplay (usually after half of the players have been defeated) there comes a long ion storm and meteors start appearing.

The AI was quite random in my tests: Sometimes it wiped me out in 10 minutes, sometimes it gave a good challenge and sometimes it didn't do anything.

To avoid some gameplay problems, I recommend putting destroyable bridges off (although the bridges have about 7 times more strength than normal bridges do, they can still explode sometimes).

I again recommend you to close your curtains while playing this map lol.gif

Screenshots:

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The screenshot below was taken during the ion storm.
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Have fun wink1.gif

Attached File  City_in_Conflict.zip ( 205.54K ) Number of downloads: 506


This post has been edited by ^Rampastein: Jun 17 2008, 12:35 PM


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Ixith
post Jun 21 2008, 07:27 PM
Post #2


Cyborg Reaper
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From: Ohio
Member No.: 27
Alliance: Nod
Favorite game: Tiberian Sun



Well IMO a review from someone is what THEY think of the map and they shouldn't be sensitive to the mapper's style but lean towards what they, the reviewer, likes.

Anyways....here is my ingame review:

Lighting : 7/10 personally i thought the lighting was WAY too dark in many areas. If you brightened the entire map up to a .3 or .4 ambient lighting then it would have helped a lot I think. It would also get your player buildings, repair huts, and light towers to be a bit brighter as those are all based on the ambient light setting as you probably know.
I believe through a lot of work you could still get the same lighting using a higher ambient lighting but it would require a lot of work and editing of lighting and light posts to find it. But of course if you did your buildings wouldn't be so damn dark.

Detail: 9/10 The detailing was good. However, hard to see in-game in many areas due to the darkness of the map. But like said it was nice and there is much proof of effort. I also feel you could have done more swamp water areas.

Layout: 8/10 The layout was great IMO. A very nicely set up 8 player map. To the exception of the player start locations. Each start location was different which was cool....but there was an uneven amount of build space and in most cases not enough. Plus some places seemed easier to defend than others.

Also. I found 1 cliff error. It is where you have placed a 4 way road piece as a corner and have those end road pieces coming to the right, one of which is sitting on the place where there needs to be a cliff connector. This error is in the upper left near the player start locations. If you can not find it then I will get a picture of it but as of right now I am too lazy to do so.

Triggers: 8/10 Many triggers on this map. I loved the patrol in the top right city and the ion storm was nice and long which made things challenging. Though I felt there could have been a few less meteor triggers. I think about 80% of your triggers were meteors and at some points this caused my game to lag when a good portion of them would go off at the same time. A better computer would easily go through it with no lag of course but i just felt there were too many of them. It seemed that throughout the entire ion storm i just heard "meteor storm approaching" or whatever the thing says when a meteor storm is coming down.

Game-play: 7.5/10 Gameplay with 7 AIs set on level 2 was very nice. There was constant movement which I found nice. But I found the amount of mutants and other various resistances on the map to be too much and would slow down players too much. In fact the visceroids in my 3rd match on the map crippled 3 of the AIs I played against. (provided those were weak AIs) But still I think the amount of neutral resistance could be cut down.

Overall: 7.9/10 A good map really. You have certainly improved on your mapping abilities. Your cliff ramps/slope set pieces are much better than in your last map for sure. Now if you fix that cliff error and brighten it up just a tad bit or perhaps add a day/night loop (though I know you said you don't like those) then you will have my vote for a spotlight. It really is a very nicely done 8 player map and I do suggest this map for play. The minimap looked very impressive when I first say it. So great job. smile.gif


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Posts in this topic
- ^Rampastein   FS City in Conflict (2-8)   Jun 17 2008, 10:29 AM
- - eXit   That looks really good! I love bridge based ma...   Jun 17 2008, 08:52 PM
- - ShDwBoRn   looks very sexy, has nice lighting too, i love map...   Jun 17 2008, 10:04 PM
- - CrashKing   Very, very nice. The only thing keeping me from sa...   Jun 17 2008, 10:08 PM
- - BlackieChan   The lighting in some spots is too dark to see anyt...   Jun 17 2008, 10:33 PM
|- - ^Rampastein   Thanks for the comments guys. BlackieChan, those ...   Jun 18 2008, 07:37 AM
|- - Lin Kuei Ominae   QUOTE (^Rampastein @ Jun 18 2008, 07:37 A...   Jun 18 2008, 02:42 PM
|- - ^Rampastein   Well, I highly doubted that it would work, since b...   Jun 18 2008, 03:18 PM
- - BlackieChan   QUOTE (^Rampastein @ Jun 18 2008, 03:37 A...   Jun 18 2008, 01:48 PM
- - I_Am   From the looks it seams you set the lighting to lo...   Jun 18 2008, 04:14 PM
|- - ^Rampastein   QUOTE (I_Am @ Jun 18 2008, 07:14 PM) From...   Jun 18 2008, 04:51 PM
|- - ^Rampastein   QUOTE (I_Am @ Jun 18 2008, 07:14 PM) Also...   Jun 18 2008, 07:30 PM
- - The DvD   I think the map looks fantastic, if this is really...   Jun 18 2008, 05:58 PM
- - Dudeinabox   Wow, an 8 player map, sort out those errors and i...   Jun 18 2008, 10:57 PM
|- - ^Rampastein   Err, how many times have I already said that there...   Jun 19 2008, 06:24 AM
- - Aro   QUOTE Actually, a full review from an experienced ...   Jun 19 2008, 11:10 AM
- - Dudeinabox   Are you sure I'm an experienced mapper? You ha...   Jun 19 2008, 09:47 PM
- - CrashKing   Am I not an experienced mapper?   Jun 19 2008, 10:34 PM
|- - ^Rampastein   QUOTE Are you sure I'm an experienced mapper? ...   Jun 20 2008, 06:44 AM
- - Ixith   well I tried posting via my PSP while at a hotel b...   Jun 20 2008, 07:35 PM
- - CrashKing   QUOTE Hmm, you haven't posted a map for a whil...   Jun 20 2008, 11:28 PM
- - Aro   If you want to promote Odyssey don't do it her...   Jun 21 2008, 09:33 AM
- - CrashKing   QUOTE If you want to promote Odyssey don't do ...   Jun 21 2008, 12:28 PM
|- - ^Rampastein   Thank you both for your reviews. QUOTE B ) Not su...   Jun 21 2008, 04:37 PM
- - CrashKing   I'm not against styles, but having lighting th...   Jun 21 2008, 05:42 PM
|- - ^Rampastein   Thanks for the review.. and the spotlight, of cour...   Jun 22 2008, 07:40 AM
- - Team Black   This map is superb! Each starting location is ...   Jun 21 2008, 09:50 PM


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