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> [FS] Siege City (2-4), Updated version 1.35 all known errors fixed
Team Black
post Nov 4 2007, 08:59 AM
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Yes, when I started this map I opened up FinalSun for the first time, in back in September 2006.
March of 2007, posted a preview, and it's really come a very very long way since then.

After a great deal of adjustments, monotony, failures, and successes - there were many times where i just wanted to scrap this map entirely.. but I kept with it, till now - I think it's finally ready for public release!

Behold the megamap:
Attached Image
(last minute change - tib by player's bases is now green instead of blue)

This map is called "Siege City" for a good reason. As you will notice, all four players are in well fortified in each corner. However, there's limited tiberium by each base. In order to maintain a good economy, players must venture out into the larger tiberium fields, where their harvesters are more vulnerable. I've made several structures capturable, which players may use to extend the reaches of their base.
al of the Tiberian Dawn buildings (power plants will supply power - also keep in mind the TD buildings aren't repairable),
solar panels (supply power)
Civilian array (radar, and cloak detector)
Civilian armory (lets you build sandbags... lots of em)

You may also utilize the civilian air transports as you see fit - simply load up a tranport with 5 troops, and it will automatically fly to the next airbase and unload. The Chinhook transports travel in a clockwise direction around the map from base to base, and the orca transports travel counterclockwise.
Attached Image

The civilians in this region are aware of the importance of maintaining a steady transit system. If the train in operation happens to be destroyed, another one will automatically take its place.
Attached Image
(no, bikes aren't equipped with core defender guns in the final version - that was just for testing wink1.gif )

Features I wanted to implement, but ditched:
>This was originally going to be a TS:Retro map, using dropship/dropship bays as the civilian air transports. Firstly - I couldn't get it all to work properly, second - the map was crashy with Retro. Third - Retro isn't really that good of a mod anyways..

>I wanted the trains to carry & unload passengers. You have no IDEA what kind of mental pain and agony I went through trying to get this to work. What little I learned from all that mind grinding is posted in the train research topic.

>I wanted to implement a day/night loop where the mutants turned enemy at night, then ally at day.
I got a good day night loop going, but I couldn't get my trigger to spring correctly. Not only that, but my on/off day/night lightposts weren't even working the way I wanted. I figured, even if I were to put in this feature, I wasn't even really sure if it would be good for the gameplay aspect of the map. After much frustration, I deleted all the mutants, and the day/night triggers (which screwed up my trains, so then I had to play with those a bit to get em working again :wall: )

Now at 4AM Nov 4th, here it is at last. Enjoy wink1.gif

EDIT: Now updated to 1.35 as of the last edit. Fixed air transports, trains, tunnels, bridges, and every error I could find (thanks LKO for finding some errors smile.gif )

CLICK HERE TO DOWNLOAD VERSION 1.35
the PPM topic

This post has been edited by Team Black: Nov 11 2009, 05:22 AM


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eXit
post Nov 4 2007, 10:47 AM
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Wow, that looks REALLY good for a first try, it looks very good from even a professional mapper. I won't say spotlight yet, since i can't play it yet.
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Nintyuk
post Nov 5 2007, 10:00 PM
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drools hug.gif


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Team Black
post Nov 6 2007, 06:16 AM
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Made some small changes, thanks for the comments. All 1.5 of them.


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daTSchikinhed
post Nov 6 2007, 09:19 AM
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The train idea is f*cking brilliant.
Hell, spotlight to the max!


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Tore
post Nov 6 2007, 02:59 PM
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Stop the train! :O
Parts of the map is awesome! Wait.......EVERYTHING is AWESOME!
Original? YES! Really? YES! oh well YES!
The map is still awesome!
Light tanks! Wait.....wrong game XD
In come the master! Who is the master? Yoda?
Great map!
Here is a cookie!
Time is money....are you sure? Hmm.....Wait.....How can time be money? blink.gif


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KingByng
post Nov 6 2007, 03:13 PM
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Spotlight vote #3 smile.gif


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Ixith
post Nov 9 2007, 12:10 AM
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Well I played it and I must say it was quite good. Though of course I always come up with stuff to say about it and how to improve. smile.gif

Cliff work: 8.7/10 no cliff errors were found. They just seemed...well....that the placement style was quite repetitive across the map. Also I'm adding it to this section because it kinda has to do with cliffs but anyways 2 of your back facing tunnels were overlapped by other things. 1 is near way point 21 and its where the train ramp comes down right after the bridge. I think its being caused by the back tunnel being too close to the ramp. 2nd one is up in the top right by that war factory. The war factory kinda, though not too badly, overlaps the tunnel and kinda looks weird. Also a third thing is next to that where the tunnel opens up on the other side and goes to a bridge across a water way...part of the bridge looks like a normal overlay was placed on top of it and it made me think there was a cliff error at first. I suggest fixing that.

Layout/concept: 9/10 it was an interesting layout however I didn't really like how there was only 1 access into each base except the bottom left player who had 2 bridges although he could choose if those bridges would be destroyed and would stay that way.

Lighting: 8.8/10 the lighting was great. Just needed a day night loop and maybe something more on the city area as for some reason I felt that was lacking something.

Triggers: 8.5/10 the trigger were nice. although I do suggest putting the meteor shower thing to be a little later on as I didn't get to see it as I was still getting my base set up to basics and scouting around the general area. Coulda possibly used an ion storm in there somewhere.

Game play: 7/10 this one hurt ya i think. Due to small things here and there I really didn't like game play. The AI played how they normally play. However, at times it was just too easy to defend against them due to there only being 1 entrance to a base and it being easy to protect from AI. also I really disliked the sniper things...too many of them here and there made for an annoyance IMO when traveling around and getting sidetracked on "where the hell is that stupid thing" XD sure it was a laugh for awhile but it just wasn't that great.

Overall: 8.4/10 Spotlight worthy (truthfully i think i go too easy on my judging though XD ) All in all I say this would make for a better map to play against other people online much more than against an AI as the AI is just too easy to defend against but bundles up their artilleries/juggernauts and makes it hard to penetrate their base except via air. So against the AI you get a kinda long boring game.

Now this one I didn't add because its more of a stupid AI thing than anything but the top right AI just kept shooting at a random part of the laser fence walls with their juggernauts. They didn't target the building towers.....just a section of the wall which does nothing obviously. So yea.... thats just one reason not to include walls a lot of the time.

is this a long enough review for ya XD didn't expect it to be THIS long.


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Altzan
post Nov 30 2007, 07:14 PM
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I had a lot of trouble with the helicopters, especially the chinooks. They never want to land. (One was destroyed, and instead of crashing, it flew around like normal although it was in its death throes. It was very annoying to look at at.) Anyone else have that problem?


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Team Black
post Nov 30 2007, 07:22 PM
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Have you downloaded the latest version? I fixed a lot of problems with the aircraft since the first release..

Even so, it shouldn't be expected that these will work %100 of the time, as the air transport logic in TS is very messed up.
It took a lot of tweaking to even get them to work as good as they do in this map

This post has been edited by Team Black: Nov 30 2007, 07:27 PM


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Altzan
post Nov 30 2007, 11:48 PM
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Yeah, same thing...
Still i don't blame you. I'd NEVER be able to pull off half the stuff you have on this map. It's very good! I had a lot of fun playing the CPU on it. The trains are great too!

So don't worry bout the choppahs. (although it has come to my attention it's the CNC DAWN choppers that are doing it- maybe turn them to orca transports?)

5/5

This map definitely deseved the spotlight


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Altzan
post Dec 2 2007, 01:51 AM
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Could you replace the choppers with subterranian APC's?
Just a thought..


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Team Black
post Dec 2 2007, 03:13 AM
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Well, civilians don't really use subterranean APCs to get around tongue.gif


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Aro
post Dec 2 2007, 05:48 AM
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Also, they can't dig through pavement, which would render the custom-made helipads, useless.


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Altzan
post Dec 3 2007, 02:08 AM
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I could give it a try, but I don't want to edit ur map w/o permission.
Yes, they don't use it and don't have dirt, but that can be fixed. It wouldn't be realistic, but sniper signs aren't realistic either! tongue.gif

btw it took me FOREVER to figure out about those sniper signs


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Team Black
post Dec 3 2007, 01:39 PM
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lol.gif
I actually forgot abot the snipers till someone mentioned it in the release. That idea was carried over from my first mod, when I first started the map.

Civilians will NOT have subterranean APCs in this map, but you're welcome to make your own map and put in as many as you like tongue.gif

This post has been edited by Team Black: Dec 3 2007, 01:40 PM


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sniper
post Dec 5 2007, 05:42 PM
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awsome map, lots of things to do(like chase the trains smile.gif )
there is one thing though. some of the bridges have a gap in the where they connect to the cliff. i dont have a screen of it cause im at school but i think you can see it on the big preview.

This post has been edited by sniper: Dec 5 2007, 05:43 PM


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Altzan
post Dec 5 2007, 06:43 PM
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I also noticed that when infantry go through some of the tunnels (like the one nearest to NE corner) they get stuck.


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Aro
post Dec 5 2007, 09:43 PM
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This is easily fixable. They've written many-a-tutorial on this problem. Just search it, on PPM... Cause there isn't a tutorial on the subject on TiberiumWeb, for some odd reason. tongue.gif


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Ixith
post Dec 5 2007, 09:54 PM
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QUOTE (Aro @ Dec 5 2007, 04:43 PM) *
This is easily fixable. They've written many-a-tutorial on this problem. Just search it, on PPM... Cause there isn't a tutorial on the subject on TiberiumWeb, for some odd reason. tongue.gif

sadly I think the only one at PPM is the one that tells how to create curved tunnels. It did however link to the old infantry getting stuck in tunnel tutorial that was on Tumsun but due to Tumsun being gone it is to obviously. Unfortunately it was one of the tutorials that was not moved over here before Tumsun went done to. wacko.gif


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Team Black
post Dec 25 2007, 10:00 PM
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Version 1.3
>fixed air transports, now they work %100!
>added more delay on the meteor storm
>removed that random old war factory
>Civilian mammoth tanks & gates don't reveal shroud

Download newest version here

This post has been edited by Team Black: Dec 26 2007, 02:57 AM


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Altzan
post Dec 26 2007, 02:13 AM
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Awesome! *goes to test*

EDIT: Um, I'm not spawning where I should be... I'm starting midway between the two left corners (next to the chopper). This happened twice in a row.

This post has been edited by Altzan: Dec 26 2007, 02:24 AM


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Aro
post Dec 26 2007, 02:36 AM
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Yeah... The exact same thing happened to me. blink.gif
Team Blackzorz Bork TeH Game! wacko.gif


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"Aro for Dictator!" - Droke
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Team Black
post Dec 26 2007, 02:56 AM
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Updated to 1.31:
>Start locations fixed
>Some snipers removed

Download the newest verson here

This post has been edited by Team Black: Dec 26 2007, 02:57 AM


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Altzan
post Dec 26 2007, 03:54 AM
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Shortest time between versions ever. tongue.gif *downloads*

Great Job Team Black.


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Team Black
post Jan 2 2008, 01:17 AM
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One more update to v1.32

>Removed sniper billboards

Because of the change, this map now works in Dusk smile.gif

(it was a REAL bugger figuring out what the problem was)


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Ixith
post Jan 2 2008, 03:36 AM
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QUOTE (Team Black @ Jan 1 2008, 08:17 PM) *
One more update to v1.32

>Removed sniper billboards

Because of the change, this map now works in Dusk smile.gif

(it was a REAL bugger figuring out what the problem was)

and next week you can expect Siege City v1.3819a to be released which will have a 2 more civilians placed in the city and a small portion of wall moved. biggrin.gif


There I fixed it for ya... LOL
Seriously though it seems you update every week. Next time keep the bump of the thread for a big update.
Oh and didn't I mention that those Sniper BBoards were annoying and problem causing and shoulda been removed in the map. tongue.gif


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Aro
post Jan 2 2008, 03:45 AM
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biggrin.gif LOL!! Sorry, But Ixith's fix in your quote made me laugh.
Team Black... If I Was you, I'd say...

OH NO HE DIDN'!!

But yeah, Sniper Billboards? How exactly did that work? I Never noticed anything of the sort when I played this map. blink.gif


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Aro - Leader of Twisted Insurrection and Evolution.

Tiberian Sun: UMP
Tiberian Sun: Modding Tools
Tiberian Sun: Mapping Tools

"Aro is OP." - TiberianFuture
"Aro for Dictator!" - Droke
"Aro for President!" - CL4ymOr3
"You're Aro, you always win." - daTS
"He's referred to as The Aro because he really is that f*cking awesome!" - Fenring
"Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum
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Team Black
post Jan 2 2008, 04:10 AM
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Well I know I've been pulling a EA with all the updates I've made, but they were all for pretty critical issues.. air transport fixing, starting locations messed up, crashing in TS: Dusk, and I didn't want to just let those things go

I had billboards with

Name=Watch out for snipers!
Primary=sniper

that would shoot your guys as you walked by.
after a LONG time of searching (literally taking all the units and buildings out, and putting them back little by little) i found out that these were causing Dusk to crash while loading the map..
Even when I had Hyper look at my except.txt, he could only say with uncertainty that it could be an issue with Hunter seekers somehow...

Eventually though I deducted that the sniper weapon in the text was the issue, and so I promptly took them out

This post has been edited by Team Black: Jan 2 2008, 04:12 AM


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Team Black
post Jul 5 2008, 08:03 PM
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UPDATED smile.gif

all known errors have been fixed!


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