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Hiding in the trees (2-6) WIP, Work in progress |
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Nov 8 2007, 04:59 PM
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Cyborg Reaper

Group: Members
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From: Ohio
Member No.: 27
Alliance: Nod
Favorite game: Tiberian Sun

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Well first of all welcome to tibweb and we hope you like hanging around here and making maps for TS.  As far as the map goes I must say it looks pretty good and I assume that this is definitely not the first time you have tried to make a map. From what I can see in the pics it appears that you have a good understanding of the basics of mapping such as cliff placement and the use of marble madness as I can not see any cliff errors or any thing like that in the pics. (provided the pics have been reduced in size due to tibweb's thing and also the pics are just a wee bit dark In my opinion.) My only slight problem that I can see of as of right now in the pics is that your green lighting around the green tiberium seems a bit blocky as it furthers away from the tiberium fields. This is a lot more noticeable on snow maps and is kinda hard to get rid of. I think the main thing that is causing it is how far your invisible green light posts visibility is and also how the generic setting of Level for the map is set on. I suggest making the Level setting in the map lighting almost all 0 across because it is a problem on most snow maps. Other than that I would just brighten up the map just a little bit overall and I think it would be good to go.  I hope to see this released sometime soon.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Nov 8 2007, 05:30 PM
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Attack Buggy

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From: Estonia
Member No.: 347
Alliance: GDI
Favorite game: Tiberian Sun

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Well as Ixith said, you seem to know the basics of mapping, and you made a good start, but here are some things to improve on. Right now you should mainly be focusing on slopes, cliffs can be used for height variation but you can't use only cliffs, so to patch those flat areas up that cliffs just can't handle, use slopes. Even better if you could combine cliffs and slopes, to make some really nice looking and twisty terrain, just as the world is, but this isn't your main problem, use this when you get more experience. When you get those slopes on to your map, you should try and combine waters with cliffs. Place waterfalls, water caves and not just placed randomly, but think how the water would find it's path in the real world, what's the source etc. While doing this, you should also try to make twisty cliffs that merge with the surroundings. Lighting makes your maps look alot better. One thing is to set a nice lighting that affects the whole map, the other is to use lightposts. Pre-created lightposts just won't do it sometimes, so that's why you should edit your maps lightposts, this will give your map the attitude it needs. More about editing lightposts can be found here - http://www.tiberiumweb.com/forums/index.php?showtopic=972. Follow these suggestions, look at other spotlighted maps, be creative, always pre-plan your maps and you should get a spotlighted map rather soon.
This post has been edited by eXit: Nov 8 2007, 05:34 PM
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Nov 8 2007, 07:15 PM
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Tick Tank

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From: Finland
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Thanks for the comments. And yes, this is the.. 20th time I'm making a map for TS. And I've made about 10 maps for Red Alert 2 too, so I have some mapping experience. I'll try lowering the level after I'll come back from school tomorrow. (The current setting is already really low though, 0.008000) The visibility of the green lightpost is 2500. I won't be making the ground that much better because school eats 5/6 of my free time  And I'll also make the map a bit brighter. I'll probably release the map in Saturday/Sunday, after I've made the forests look better and fixed the map's balance (some of the corner places are unbalanced compared to the others atm) I've looked at some spotlighted maps (Mainly Yelcraz Island and Town of Karasjok, I really love those), and taken some map style ideas from them.
This post has been edited by ^Rampastein: Nov 9 2007, 01:29 PM
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Nov 9 2007, 03:13 PM
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Core Defender

Group: Global Moderators
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From: New York, U S of A
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Alliance: GDI
Favorite game: Tiberian Sun

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They all have railguns!  Not good move, railguns with lots of particles make the game lag.. and, it's really best to keep the diversity of the original TS weapons.. An obelisk with MechRailGun is very prone to damaging your own structures, I would advise against it. It's good that you know how to change this kind of stuff, but the important thing is how you implement it.
This post has been edited by Team Black: Nov 9 2007, 03:15 PM
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Nov 9 2007, 03:22 PM
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Tick Tank

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The railguns are not related to the map at all. All the code for those is written in Rules.ini. The reason why I made the railguns is to avoid crashing caused by WaveClass.My game crashed every 10th time a disruptor/obelisk/laser turret fired before I changed their weapons to railguns. -.-' And btw, It's not using MechRailGun, I made a whole new railgun for the Obelisk.
This post has been edited by ^Rampastein: Nov 9 2007, 03:24 PM
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Nov 9 2007, 05:00 PM
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Wolverine

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From: RANDAMONIUM!
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Favorite game: Tiberian Dawn

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QUOTE (^Rampastein @ Nov 9 2007, 03:22 PM)  The railguns are not related to the map at all. All the code for those is written in Rules.ini. The reason why I made the railguns is to avoid crashing caused by WaveClass.My game crashed every 10th time a disruptor/obelisk/laser turret fired before I changed their weapons to railguns. -.-' And btw, It's not using MechRailGun, I made a whole new railgun for the Obelisk. Ive got that problem too
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Nov 10 2007, 09:10 AM
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Tick Tank

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***RELEASE UPDATE***Okay, I've made the forests much better than they were, and it is the time to release this map! Note that even this is released, it might be not the final version. If you find something that could be made better, please inform me about it. (I am still having some trouble with the lightposts -.-') Some moderator should remove the "FS" from the topic's name, since this map works in normal TS aswell. Download link added to the first post.
This post has been edited by ^Rampastein: Nov 10 2007, 09:17 AM
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Nov 10 2007, 10:52 AM
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Medium Tank

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From: Moelv/furnes in Norway
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Favorite game: Tiberian Dawn

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When a map is finished post then in the Finished Maps section........... EDIT: The maps looks cool  I see no cliff errors, but I see some cliffs that could need a bit more work, but not much.......
This post has been edited by Tore: Nov 10 2007, 10:57 AM
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Nov 10 2007, 02:03 PM
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Tick Tank

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From: Finland
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QUOTE (Tore @ Nov 10 2007, 12:52 PM)  When a map is finished post then in the Finished Maps section........... I just finished the map earlier today, and I can't move it to the Finished Maps section, can I? A moderator should move it there tbh. And if you have an idea how to make the lightposts less blocky, I would be very happy to know it
This post has been edited by ^Rampastein: Nov 10 2007, 02:42 PM
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Nov 10 2007, 02:38 PM
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Artillery

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QUOTE And the "FS" should be removed from the topic's name, because this map is compatible with normal Tiberian Sun and doesn't need Firestorm. (Like I said eariler) You can change your own topics name you know, just click on edit on your first post in this topic then on full edit and you'll be able to change it. This map doesn't look bad at all if this is one of your first maps.
This post has been edited by Warlord: Nov 10 2007, 02:39 PM
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 Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
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Nov 10 2007, 02:43 PM
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Tick Tank

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Favorite game: Tiberian Sun

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QUOTE (Warlord @ Nov 10 2007, 04:38 PM)  You can change your own topics name you know, just click on edit on your first post in this topic then on full edit and you'll be able to change it. This map doesn't look bad at all if this is one of your first maps.  Hm, didn't know that. Thanks for informing me. But I cant move it to the Finished Maps
This post has been edited by ^Rampastein: Nov 10 2007, 02:47 PM
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Nov 12 2007, 09:33 PM
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Ghost Stalker

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Yeah, it's a friendly community!
Okay.. it's been pretty much said I believe.. I think the lighting is too intense. The dirt roads seem a bit straight too.
I'm sorry I can't download the map atm, I've not got TS installed at the very moment.
This post has been edited by CrashKing: Nov 12 2007, 09:34 PM
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Perfection can never be achieved; it's merely approachable.
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Nov 13 2007, 06:31 PM
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Tick Tank

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From: Finland
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About the roads: I wanted to make them look "realistic". Why would you make a hard-to-drive road with a lot of junctions ect. , when you can make a straight road which is easy to drive. The lighting isn't that good, but I don't know how to make it better without killing the map's original idea. (A battle in a dark, snowy forest) And this map isn't WIP anymore, expect if I get a sudden will to make this map better someday (And it isn't likely going to happen..)
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Nov 15 2007, 02:19 PM
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Ghost Stalker

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QUOTE (eXit @ Nov 13 2007, 08:52 PM)  Well curvy roads always look better, but not in flat maps though. People drive through curvy roads wich have alot of junctions because they have to, usually you can't drive your truck through a rock. Indeed. Straight roads look just.. not good. Remember that they're dirt roads too.. not real paved roads.
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Perfection can never be achieved; it's merely approachable.
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