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> [FS] Polaris 2-4, 1 Year in the MAKING!
ORCACommander
post Apr 11 2008, 09:24 PM
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Hi all Well I finally decided to get off my fat ass and do something productive. Since I am limited in talent when it comes to mapping I have decided to start off small and start with a map converted from RA2. The origonel map name was Brink of Disaster. I hope it doesn't turn out like that lol. So here is the mini map and stats:

Map Name: [FS] Polaris (2-4)
MoneyOnMap: 250k+
RedTib: yes
Cities: Plenty of small villages
MainFeatureofthe Map: ICE!
Triggers: Moving vehicles and truck reinforcements done by Ixith
Atmosphere: Late Twilight with spotlights and Alpha posts
ModifiedRules: yes; artillery weapons and their warheads
RequiresFirestorm: Yes it will but might get by on 2.03 but not sure
AIEnhancements: Yes and they are made by the guy who made the terminator AI in a RA2 mod: Tony
FastXWISTransfer: Yes tested online transfer and it was done in less than 3 minutes
Version: 1.0 4/11/2008

Thanks to Team Black with online testing and the mega previews.

here is the mini!
Attached Image

The Not so Mini Mini:
click to see mega mega preview


This post has been edited by BloodReign: Apr 11 2008, 09:26 PM
Attached File(s)
Attached File  fs_polaris_2_4.zip ( 126.32K ) Number of downloads: 271
 


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Team Black
post Apr 11 2008, 09:29 PM
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immediate spotlight, this map is ownage


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Ixith
post Apr 11 2008, 10:10 PM
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niceness. and congrats.

It's a very fun map due to the AI triggers and is highly suggested for fun gameplay. Though a nice, original layout would make this map pure greatness. But you covered on why it isn't that yet. So all is well.

But on another note...TB I believe that ALL maps need responses from AT LEAST 4 different people before tossing them into the spotlighted map section even if there aren't that many people really paying attention to the mapping section, perhaps instead of just going off and doing it instantly, just bring it to some peoples attention on MSN or something. It's what the community thinks is a good map not just what you think.

The recent maps have deserved their place here I think though. But just wait the next few times and if comments are lacking then tell some people on MSN to check it out and comment it.


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Crash
post Apr 12 2008, 08:14 AM
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I have to agree with ixith there, no map should be spotlighted on the first sight by a moderator. I also have to say the map looks very good in terms of lighting. I do think it lacks in orginality since it's a remade RA2 map, the layout isn't your own creation. I don't like the close-to-symmetric-layout either.

I am not gonna play it, sorry. But looking at in finalsun, I will do.

Detail: 9.5/10 | Great details!
Layout: No rating here as it's just a copied layout from the map you recreated for TS.
Ligthing: 6.5/10 | The green lighting on the tiberium field are a bit strong. Also the red. I think you could drop the level lighting a bit too, it looks out of place having the level change from one height to another that intensly. You can see it very good on the cliffs.
Overall: About 8/10 | I personally don't think it should be spotlighted as the layout and general map idea isn't yours. It is a very nice map though.
Love the effort put into it smile.gif

Not going on triggers, sorry tongue.gif

This post has been edited by CrashKing: Apr 12 2008, 08:16 AM


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ORCACommander
post Apr 12 2008, 01:16 PM
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the red light posts and the green light posts are BITCH to tune on snow maps. A little dark over all may not be that bad but in regards to he cliffs being brighter thats the way it happens in nature tongue.gif


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Crash
post Apr 13 2008, 02:08 PM
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Yeah, it is hard to make lighting on snow maps... try using this green light post:

[INGRNLMP]
Name=Invisible Green Light Post
Armor=wood
Image=GALITE
Power=0
Sight=0
Crewed=no
Immune=yes
Points=30
Nominal=yes
Powered=true
Strength=6000
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
TechLevel=-1
Selectable=no
LightRedTint=0.01
Insignificant=yes
LightBlueTint=0.01
LightGreenTint=0.30
LightIntensity=0.001
InvisibleInGame=yes
LightVisibility=1750
DamageParticleSystems=SparkSys,LGSparkSys

I tuned that one for very long.


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Rampastring
post Apr 15 2008, 02:22 PM
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I agree with Ixith and Crashking about the spotlighting.

About the map.. I haven't played it or even looked at it in FinalSun, but the megamap tells enough of the detail.

The level of the lighting is way too high. The lighting changes too much when the height changes.. look at the cliffs. Usually when I start a snow map I just instantly put the level to 0.000001 to avoid this.

The terrain detail looks quite good, expect that it's too flat.

The lighting could also use more variety. Right now the only places where it is different from the map's normal lighting are the tiberium fields and the cities.

I won't say my opinion on the spotlight since I haven't played it, but the detail and lighting could use more work.

Also, the layout isn't his work.. In my opinion, if it deserves a spotlight then the map must have some really good AI scripting and other stuff.

Anyway, good work here wink1.gif

QUOTE
cliffs being brighter thats the way it happens in nature tongue.gif


Yea, that's right, but TS doesn't make it look good. If you want brighter cliffs, I suggest putting invisible light posts there.


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Crash
post Apr 15 2008, 02:36 PM
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QUOTE
The terrain detail looks quite good, expect that it's too flat.

Well, some places are naturally flat. Just look at the netherlands. tongue.gif


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Rampastring
post Apr 15 2008, 02:54 PM
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I've never been in Netherlands or in any other country than Finland =P

And I've never seen such a flat place. Also, the area is very likely from some northern countries, since there are some small villages and loads of snow.


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ORCACommander
post Apr 15 2008, 07:18 PM
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@everyone Personally I don't care whether or not its spotlighted as long as people have a good time playing it. So either stop bitching about it and give useful comments on the map or get python or dvd to review it and decide whether or not it deserved and instant spotlight and send it back to finished maps for further review.

@terrain As to flatness due to the size of the map and the cliffs it is really hard to add any hills and make them look good. Most I was really able to due was add the waterfall in the NW

@ Cliff lighting again. Ya I didn't really like the way ts made the cliffs look with the light settings but I didn't really have any ideas of solving it without interfering with unit paths. I would have put in a light post at the water fall but ti conflicted to much with the tib fields there.

@general lighting well I did not want to make it dark. I was trying to go for a twilight feel and if you tone it down it feel more night time I didn't vary the lighting around much because the area is sparsely populated and at night apart from forest fires lightning storms and volcanic events and certain photo luminescent organism produce light and of course tib which is why those fields are lit. Next release I may add some ambient light code to the civie buildings but that could cause some issues and may not work well.

@tib lighting like I said before it was a real bitch and I will be testing out crash's light code to see if there is improvement or not. In regards to its six with the green ones I was not gona make a f*ckin clone for each field so it would be custom tailored to each fields size. Just not worth it imo since it increases map size and rendering lag. I wanted the red fields the default size because it fit very well to begin with and with its darker color it understated the higher toxicity of aboreus.

thats all for now


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