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> Tiberian Maze WiP, Was bored.. Thought it'd be unique.
Shakar
post Jan 19 2009, 10:56 PM
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Hello people, I'm presenting my new WiP map biggrin.gif

It's a Single Player map, so when you use it it'll have to be on Firestorm on the GDI campaign. Anywho, I'm making this map because I thought it'd be unique in the map archives... Though it's still a WiP, I believe it will be pretty good.

There is over one million credits worth of Tiberium on the map, how ever, none of them can be harvested. The point here is to get the Maze Runner (Engineer) all the way from one side of the map to the GDI Base on the other side and to the drop ship for evac. However, lose all of the Runners you have, and it's game over. So think of each runner as a life line. I also decided to make it more interesting by adding obstacles and using very narrow paths to reach the goal. You'll see what I mean soon tongue.gif Anywho, I'm only revealing the stating area, which isn't really that detailed to be honest since I'm making this for fun with triggers and all.



I'll show more as I make more, but I'm not revealing any more for now. I must warn you all though, be careful once the map is released, timing is the key biggrin.gif

This post has been edited by Shakar: Jan 19 2009, 10:59 PM


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Shakar
post Jan 20 2009, 02:32 AM
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Some updates to the map... Don't ask about the square tiles, those are place holders showing the area is being worked on tongue.gif

Anywho, enjoy some of the general things you'll see...

How the start area looks right at the start, no exploring used. How ever, at the time of this quick snap, two of the three runners came out of the APC. As you can imagine, the APC runs off once it finishes unloading.


A general look for the "Safe Zones", where you get additional runners. This one in particular gives two more runners making the current max of five.


This image shows the general look of the maze. Some parts of the maze are just filled with paths, others some paths and mainly Tiberium.


These areas are the more challenging parts, really good timing is needed... The problem is, you gotta keep moving or else squish tongue.gif


And for the final pic of this update, this is the area you need to reach... Yes, it's a base tongue.gif How ever, you can't do anything with it biggrin.gif The goal of the map is to get at least one runner to the drop ship's area to win.


Anywho, this is my small preview for you guys, the map is being worked on still, adding triggers, teams, the layout as I go along making this design out of the top of my head as I go along. Once it's finished, this simple looking map should prove a challenge smile.gif


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Scorch
post Jan 20 2009, 03:51 AM
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Growing Tiberium will be a problem. Do you plan on stopping that?

So far so good, me likey. biggrin.gif
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Shakar
post Jan 20 2009, 04:00 AM
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Growing and spreading Tib has been disabled since I started working on it tongue.gif Good thing I knew of those options ^.^


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ORCACommander
post Jan 20 2009, 11:47 AM
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spelling mistake in first post its Staging area not stating area


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Roani52
post Jan 20 2009, 03:57 PM
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Looks like a very original idea!


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Shakar
post Jan 20 2009, 05:58 PM
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QUOTE (BloodReign @ Jan 20 2009, 06:47 AM) *
spelling mistake in first post its Staging area not stating area

It's not called Staging... My keyboard apparently didn't see my hit of the R key, since it's supposed to be "StaRting", not "Staging."


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Crimsonum
post Jan 20 2009, 07:14 PM
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You could've always made the path of pavement. That way you wouldn't have to disable Tiberium's growth wink1.gif

Btw, I just had an idea for a "mine zone". Its basically an area full of immobile Floaters tongue.gif You would have to closely move trough it, and if you move too close to any of the floaters, they ZAP you! biggrin.gif

This post has been edited by Crimsonum: Jan 20 2009, 07:14 PM
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Shakar
post Jan 20 2009, 08:32 PM
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Hmmm... That might be a good idea, how ever, I'm not sure how far the Floaters would have to be for the attack to happen.. And in all it might prove to be too much a hindrance in making it to the goal, with the limited amount of runners you have..


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Crimsonum
post Jan 20 2009, 08:44 PM
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Well, you can adjust their range from the FinalSun INI editor. Or, you could always make an obstacle similar to the Devil Tongue trap; say, have five lines in which there's one floater in each line, moving from one edge to the opposite. Be too slow and get ZAPed dance.gif
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jadems
post Jan 20 2009, 10:02 PM
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ME likey.
It seems TS maps are starting to branch out, like other RTS custom maps XD


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KingByng
post Jan 20 2009, 11:58 PM
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So will there just be green tib or will there be blue tib for variety? It's nothing major but having green after green could get tedious tongue.gif

Other than that, it looks cool.

EDIT: Also, is it possible for the black shroud to recover the paths after a while? It could make it more of a challenge.... (possibly a stupid idea, but hey).

This post has been edited by Yaraday: Jan 21 2009, 12:00 AM


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ORCACommander
post Jan 21 2009, 11:43 AM
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only way to do that would be to reset the whole shroud :(


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ChielScape
post Jan 21 2009, 02:09 PM
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QUOTE (BloodReign @ Jan 21 2009, 12:43 PM) *
only way to do that would be to reset the whole shroud :(

there are shroud-reset crates right? put them in spots where you HAVE to go trough.


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Crimsonum
post Jan 21 2009, 03:30 PM
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Ever heard of Fog of War? The shroud grows back if this is enabled, and it can be enabled on a singleplayer map.
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Shakar
post Jan 21 2009, 08:52 PM
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In the final product, that can be used to add difficulty smile.gif I do recall FoW being allowed in TS, thought I never see it used. I might as well let this map use it biggrin.gif


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ORCACommander
post Jan 22 2009, 02:27 AM
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it does not regrow the shroud it just grays everything out. you will have an old view of the terrain but you will not see structures or units of an opposing faction


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Scorch
post Jan 22 2009, 04:36 AM
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Ahh but at one point in time could you not have enemy units that start and begin to chase you through the maze, pac-man style? The shroud would prevent you from seeing where they're coming from. tongue.gif
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ChielScape
post Jan 22 2009, 11:44 AM
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this map needs an ION STORM too. There just NEEDS to be a bad-luck factor.


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Ixith
post Jan 22 2009, 12:04 PM
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QUOTE (Yaraday @ Jan 20 2009, 06:58 PM) *
EDIT: Also, is it possible for the black shroud to recover the paths after a while? It could make it more of a challenge.... (possibly a stupid idea, but hey).


QUOTE (BloodReign @ Jan 21 2009, 06:43 AM) *
only way to do that would be to reset the whole shroud :(


incorrect. There actually is an action to regrow the shroud 1 step. Set that to a time and to repeat and it will regrow itself to anywhere out of your units sight.


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Shakar
post Jan 22 2009, 08:48 PM
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I can use the regrow shroud triggers and set a really low wait time, since it'll make it fun that way biggrin.gif And I won't have units chasing you... Especially with VERY limited room to run in... I won't do a Pac-Man, since Aro will be doing that TS style lol. Anywho, I pretty much have the rest of the maze in my head planned out, I'll be working on it now.


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•Tony•
post Feb 2 2009, 03:02 AM
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Progress?? I wanna try this tongue.gif
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Nod Strike
post Feb 2 2009, 07:45 AM
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You know, I never saw this. This looks amazing!


Paha. I just saw what I wrong. AMAZing. (No bad jokes intended).

This post has been edited by Nod Strike: Feb 2 2009, 07:46 AM


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Dudeinabox
post Feb 3 2009, 07:44 PM
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This actually looks really interesting, nice original idea here.
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Crimsonum
post Feb 5 2009, 02:46 PM
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Any new progress so far?
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Altzan
post Feb 5 2009, 03:23 PM
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Very origional and interesting. Good Work so far.


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HeLL7iGeR
post Oct 30 2009, 08:20 PM
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ZOMG EPIC BUMP OF BUMPNES!!!
Anyway is the map DEAD cry.gif i..like it.. get it going cry.gif

This post has been edited by HeLL7iGeR: Oct 30 2009, 08:21 PM


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Shakar
post Nov 24 2009, 09:23 AM
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I've had setbacks, meaning I was unable to finish this. The main reason is because of me going to college now, meaning I gotta spend a lot of time working for good grades and such now and days... Another setback is my work schedule. So pretty much through the months I've lost the map, meaning I'm redoing it now that I have at least SOME free time... Don't expect it ready soon, because I'm using a pretty big mapping space for it.


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