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> FS Corrupted Town (2-8), WARNING! The first download is empty.
Devastator
post Mar 15 2010, 12:03 AM
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The first download is empty, so take the second one.

Heres the map finished from my topic "Multiplayer WIP"

The minimap I wish I could take! cry.gif I cannot take screenies of my comp, in TS yes, but not in final sun either.

Sorry, but you can download it, and check it out.
It is my first map however...
Remember if you download it, you can check it, then either use it OR put all of it in the recycle bin cus that would be downloading for no reason...
Attached File  FS_Corrupted_Town__2_5_.zip ( 22bytes ) Number of downloads: 379


This post has been edited by Devestator: Mar 16 2010, 07:21 PM


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Ixith
post Mar 15 2010, 12:19 AM
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If i remember correctly you CAN change the Thread title in the full edit...

anyways map...
sorry but i really can't be bothered to download at this time and seeing as there are no screenshots of it in here i can't really comment. However, I will say that most people PREFER ingame ("in TS" as you put it) screenshots over any other kind, (the ctrl+c method) so if you can take them that way then please do so and then use a program such as Ifran View to save the screenshots as decent quality JPGs or PNGs. (When you take a screenshot ingame it shows up in your TS directory as SCRNxxxx.PCX, xxxx being some number starting at 0000, and Ifranview can open .PCX files for you if you don't have anything to open them.)

Anyways, perhaps later I will download and check it out and give feedback but while not on my personal laptop I can't do that.

but also...i just noticed this by looking at the download link...it says the .ZIP is only 22bytes....yes bytes not kilobytes and not megabytes....which makes me wonder if you accidentally uploaded the .ZIP without having thrown in the actual map file. As my smallest map i think ran 90kilobytes not Zipped and there's no way a normal ZIP file has a compression ratio of nearly 100% like that...I could believe that .ZIP containing perhaps just a readme that tells about the map a tiny bit but i think it most likely contains nothing...


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Bittah Commander
post Mar 15 2010, 12:45 AM
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I had a look; the zip file is indeed empty.


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Devastator
post Mar 15 2010, 09:37 PM
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Sorry about that, I forgot to put the map in!!! wink1.gif
First some screenshots like Ixith suggested...
Attached Image

Near the enemy GDI base.
Attached Image

Some mold and tiberium near a small town
Attached Image

In the town, near an island of mutants surrounded by the Hover MLRS at the bottom of the photo.
Attached Image

Part of the small island and Hover MLRS below heading towards my base...
Attached Image

Some trees and you can see an enemy Sam Site at the top left corner.
Attached Image

I discovered a dam I had put in, not sure I put it in right? confused1.gif
Attached Image

More trees near the dam and the island
Attached Image

The bottom right corner includes a tiberium filled area with floaters, fiends, and visceroids. BTW I tried to get the whole area, but look at the mini map in the bottom left-corner showing me getting destroyed by me evil AI.
Attached Image

And the zip (now has the map
Attached File  FS_Corrupted_Town__2_5_.zip ( 59.31K ) Number of downloads: 297


This post has been edited by Devestator: Mar 15 2010, 09:38 PM


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Ixith
post Mar 17 2010, 03:37 PM
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ahh and you got the map up.
also you can edit your first post and remove the old attachment of the ZIP that contains nothing and upload your ZIP that contains the map file ya know tongue.gif and you could have also put your pictures there using the edit. wink1.gif

so from the pictures I can say:

you appear to have some shore errors and perhaps some cliff errors. So I ask do you have the Marble Madness add on for final sun which allows framework mode? (Framework mode is activated by a multi-color figure if you have it added into final sun and it makes everything all sorts of colors instead of seeing the normal TS terrain and stuff.) But Marble Madness really helps with cliffs and can also show the shore connections too although it's a bit off with some of the pieces that connect to cliffs.

the tiberium mold you have placed...i also noticed that you placed actual tiberium on top of it...this is okay on top of green inner mold but you should NEVER put tiberium on top of mold that needs to be merged with the normal ground as it makes it not auto-change from the block it is in FinalSun to the normal auto-lat of the normal LAT pieces. Also if i remember correctly if you were to do that with blue mold your harvester will get stuck in the middle of the blue mold if the mold.

in general things are a bit blocky still such as the slopes, the shore lines, and the cliffs and general lat placement is a bit too. Try to stay away from blocky/squarish terrain stuff especially with the water shores and LAT, cliffs can be a bit straight but never long lines of straight.

when adding roads don't be afraid to extend the road out a bit into the wasteland especially with the small bridge it just suddenly ends on the ground and just seems a bit weird...if you extend it and end it with a paved road end or one of the paved road pieces that transitions to dirt then it'd look much better and seem as if the road and bridge used to be connected to a larger set and just became not as managed instead of the bridge just appearing out of nowhere.

the MCV you put in the city...while an MCV makes for an awesome looking civilian vehicle to place it isn't really a good idea...as i do believe a Nod Mutant Hijacker can easily take it and that would give that Nod player a bit of an advantage. Same with your little Island there, if anything is capturable or a player can gain an upper hand then having it so close to a certain player start location without something of the similar likes on the other side near the other players gives the players who are closer a bit of an advantage. Although with the island area you did throw hover MLRS around it and some mutants on it. Although you should also be careful about adding things like the Hover MLRS in such quantities as those then semi- protect the player it's closest too from air attacks.

and finally this is my last input based on the pictures, yes your Dam is placed semi-incorrectly. The waterfall you put it on is simple too big for the dam...if i remember correctly the dam is suppose to be used for waterfalls which have only one single width expansion or perhaps it was a single double width expansion piece between the two cliffs to waterfall pieces...i can't remember exactly...but the general idea is to place the Dam with the towers climbing the side and going over the last cliff pieces so if you place your dam one more spot to the left and then shorten the width of the waterfalls a couple spaces it should work. Although I will state that the dam doesn't fit 100% in with the TS terrain and the shore of the dam will appear to mess up with the actual shores of the terrain but that's a mess up that WestWood simply never fixed. (You can always look at the WestWood Campaign Mission in which you have to destroy Vega's Dam to cut power if you wish for an example dam)

anyways all of these comments were based on the pics. Sorry about all the text but hopefully it will help you once you read it all. If you have any questions about what i've said then let them be heard. Again hope it helped!


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Devastator
post Mar 17 2010, 09:21 PM
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Thanks for the feedback Ixith.

-No, I don't have marble madness.
-I didn't place tiberium on the mold. And I learned about harvesters on mold the hard way with an old map of mine called Rerun. I don't have it as it was my old comp but I remember the layout so I might remake it and post it up here.
-Yeah with the shores and stuff. To be honest, I just place water and not the actual shore pieces.
-The bridge does look weird, I can't argue with that.
-I must say, the AI doesn't use the Hijacker often. I should've thought that one through.
-The Dam is placed on a single double waterfall.

Note:I just edited my original post to make out what I should've said then. (Yes I have Marble Madness now)

This post has been edited by Devastator: Feb 13 2011, 10:40 PM


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