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> FS Tiberium Crater (2-3), My first published map
Q45
post Mar 7 2009, 10:41 AM
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This is my first published map. It took me about a week to finish it. There's a big crater in the middle of the map, which is full of tiberium and tiberium lifeforms. There is a small city near it and a train going around the map. I also tested curving tunnels in this map. I wanted to put some triggers in this map, so I made the local church emit the holy light of God. Destroy it, and He'll pay you back big time. biggrin.gif



Attached File  Tiberium_Crater.ZIP ( 173.55K ) Number of downloads: 477



Here are some other screenshots:
Pic1, Pic2, Pic3

I had some difficulties with the tracks going under bridges. As you can't put them both in the same cell, I had to use tunnels to make the train move under the bridges. If anyone has a better solution for this problem, please tell me!

I also noticed that the train stops if a visceroid comes in front of it. I had to make all the tiberium lifeforms Crushable=yes to make the train move continuously. But now also other vehicles can crush them. Is it possible to make them crushable by only the train?

Constructive criticism is welcome!

This post has been edited by Q45: Mar 9 2009, 04:44 PM


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Aro
post Mar 7 2009, 11:07 AM
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I'm impressed, this is a nicely done map, not too detailed and not underdetailed (apart from some plain areas).
Also if the train has Train=yes it should crush anything, from infantry to even buildings. The train should have this tag by default.
Anyway, I'm quite fond of your mapping style, the map itself seems balanced as well. Try getting more variation in the city by using different pavement tiles like the cracks and avoid using the same building in the city more than once (unless it's a large city), I know there's a lack in variety, but try to make it as less repetetive as you can. tongue.gif
Anyway, keep up the good work, I can see you producing some good maps in the future.


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Q45
post Mar 7 2009, 12:07 PM
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Thanks for your feedback!

I tried it without the crushable=yes tag, and it works now as it's supposed to. For some reason the train stopped when I was testing it for the first time, don't know why...

Yes, the cities are quite hard to make, I'll have to improve them in my next maps. smile.gif


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ORCACommander
post Mar 7 2009, 01:42 PM
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very good job for a first published map. my only issue is with the green lights. they go to far I think most of the time. try toning down the range


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Dudeinabox
post Mar 7 2009, 07:06 PM
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Great job for a first map, especially since it includes tunnels.

Only criticisms are, certain areas are blank, try putting some LAT on there. Also the invisible light posts need to be toned down. In all honesty if you sort these out I'll vote for a spotlight.
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Orac
post Mar 7 2009, 08:08 PM
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This is exceptional.
There are very few real 3 player maps, and even fewer balanced 3 player maps.


This post has been edited by Orac: Mar 7 2009, 08:09 PM


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Q45
post Mar 7 2009, 09:39 PM
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I made some improvements on the map. I added more details in the emptier areas, and changed some buildings in the city. The lightning should be better too. I'll update the pictures tomorrow.

@Dudeinabox:
The tunnels were not hard to make after I read the tutorials. It's just adding numbers in the text file. wink1.gif

@Orac:
That's why I decided to make it for 3 players only. I'm not sure if it's balanced, I concentrated more on the outlook of the map.

This post has been edited by Q45: Mar 7 2009, 09:42 PM


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KingByng
post Mar 8 2009, 01:02 AM
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Dayum, looks awesome.

I'd love to play it, but I've lost my FS disc confused.gif


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Dudeinabox
post Mar 8 2009, 01:15 AM
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Placing tunnels doesn't work for me, I draw the line but nothing seems to happen. I haven't bothered since.

Looking forward to the pics, I'll give it a try and give a full review wink1.gif
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Team Black
post Mar 8 2009, 03:30 AM
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looks like we need to put up a proper tunnel making tutorial. *not it*
I know the jpgs in the FinalSun help file are so helpful, that is to say they are crappy and useless.

This is a decent looking map. The only thing it really lacks are the fine details, LAT, traffic, civilians, maybe some cool triggers. As far as train tracks going under bridges, it might just be best to ditch the train bridge and just put a tunnel there


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Dudeinabox
post Mar 8 2009, 09:03 AM
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Yeah I tired to use the final sun 'help' pics, it said a red line should come up...nothing happened =\
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Q45
post Mar 8 2009, 02:55 PM
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Here is the new picture of the map:



I added more stuff in the city. There are now civilians talking and walking around, and some cars wasting oil for no reason. biggrin.gif Some smudges and crashes were also added.


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Dudeinabox
post Mar 8 2009, 03:20 PM
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Good to see you've toned down the lighting although now it's a bit blocky. I would recommend keeping the LightIntensity key at around 0.002-0.005 to help with this. Also make sure you have your LightVisibility key above 1600 or so.
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Aro
post Mar 8 2009, 03:25 PM
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Nice stuff man. I like this.


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Q45
post Mar 8 2009, 04:16 PM
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Thanks! smile.gif

I made some little changes on the lights, they should be okay now. The only problem is those green lights around the small tiberium fields, they are either too bright and reach too far, or blocky. They are a bit better though. I won't update the picture, as it's just too much work.


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Dudeinabox
post Mar 8 2009, 04:19 PM
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If it's a bit too far out it's not a problem, getting rid of those blocks is the main thing. You can also try reducing the LightGreenTint key, this works sometimes. Also putting the general lighting 'level' down to 0.000000 also works.
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Q45
post Mar 8 2009, 04:43 PM
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They are good now, thanks for the tips! There is still some blockyness around the tiberium fields, but not much, it's barely visible. I'm satisfied with the result now. smile.gif

Edit: I found some vehicles I didn't notice before, and added more traffic in the city. I also made a moonlight effect on the water.

This post has been edited by Q45: Mar 8 2009, 07:10 PM


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Crash
post Mar 8 2009, 08:21 PM
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Wow, that's map is awesome. The lighting is really unique, and the detailling is also unique and realistic!

Spotlight to the max!


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Dudeinabox
post Mar 9 2009, 10:06 AM
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Just gave it a play test and I'm pleased to announce I vote for spotlight!

However, 2 thing bugged me:
1/. A few of the tiberium fields don't have light posts
2/. The viceroids totally raped one of the AI's bases, maybe reduce the amount of viceroids?
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Q45
post Mar 9 2009, 02:07 PM
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Thanks! And I hope others would also test it and give some comments about the gameplay itself. smile.gif

What tiberium fields do you mean, I can't notice any without lightposts.

At first I had less visceroid in the crater, but added some more to make it "dangerous" or whatever... Well, I'll remove some of them.


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Dudeinabox
post Mar 9 2009, 04:05 PM
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It might be because I'm playing it with a mod that some of the lightposts aren't there (different INI keys and such)
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Crash
post Mar 9 2009, 09:20 PM
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BTW, I recommend you to register at www.ppmsite.com and post your map there aswell. It is a bigger C&C modding community, and you will undoubtly receive more comments and more will enjoy your map. smile.gif


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Aro
post Mar 10 2009, 04:04 AM
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DiaB, remember that if you're playing T.I. the Visceroids weapon mutates anything organic upon death, that'd be whats causing your visceroid invasion problem.


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Dudeinabox
post Mar 10 2009, 03:20 PM
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Ah yes of course, gratz on spotlight by the way!
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Crash
post Mar 10 2009, 03:42 PM
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Yep, congratulations on the (very much expected and deserved) spotlight! smile.gif

This post has been edited by Crash: Mar 10 2009, 03:43 PM


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Q45
post Mar 10 2009, 05:31 PM
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Thanks everyone! cool.gif

I'll have to start working on a new map. I already got an idea of it, but I'm not sure if it's going to be a singleplayer or multiplayer map, as it requires an agressive civilian base in the middle of it. I've heard that it's impossible to make houses aggressive in multiplayer... unsure.gif

This post has been edited by Q45: Mar 10 2009, 05:31 PM


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Rampastring
post Mar 10 2009, 07:08 PM
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Congrats on the spotlight.. it's rare to get your first map spotlighted wink1.gif


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ORCACommander
post Mar 10 2009, 08:41 PM
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ya that is kinda scary.

4 signs of the Apocalypse:
1. A new member gets his first posted map spotlighted
2. EA releases source code
3. a Real tiberium meteor hits earth
4. Fully interactive holographic Pr0n


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KingByng
post Mar 11 2009, 01:30 AM
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QUOTE (^Rampastein @ Mar 10 2009, 03:08 PM) *
Congrats on the spotlight.. it's rare to get your first map spotlighted wink1.gif


How about unprecedented?

Congrats on the spotlight, Q45!


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Nintyuk
post Mar 11 2009, 02:27 PM
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QUOTE (Crash @ Mar 9 2009, 09:20 PM) *
BTW, I recommend you to register at www.ppmsite.com and post your map there aswell. It is a bigger C&C modding community, and you will undoubtly receive more comments and more will enjoy your map. smile.gif

shushhhh it should be the other way around lol.gif

On-topic: Well done on the spotlight, some real talent there

This post has been edited by Nintyuk: Mar 11 2009, 02:31 PM


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