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> Grimmers Cidine WIP, It's been a while..
Warlord
post Jan 13 2008, 01:11 PM
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It's been a while since my last map Crucias Nevas. (<-- i will always underline my text to indicate it is a link)
So i decided it was time for a new map, i've actually been working on this for a while.
I intended it to be a new years present but i didn't have enough time to complete it. sad.gif
And now, well i just had an uncontrollable urge for days to post it. tongue.gif And well.. I gave up to the urge. pinch.gif

Here are some screens of my new map:
Attached Image

Attached Image

..And this one i WILL finish. tongue.gif

This post has been edited by Warlord: Jan 19 2008, 04:15 PM


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Aro
post Jan 13 2008, 05:02 PM
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Not looking bad for a start. Hopefully you'll have a more complex layout when you're a bit further into development.


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Ixith
post Jan 13 2008, 08:48 PM
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QUOTE (Aro @ Jan 13 2008, 12:02 PM) *
Not looking bad for a start. Hopefully you'll have a more complex layout when you're a bit further into development.

says the one who has produced a few basic maps with basic layouts recently. tongue.gif

Anyways from what I see so far it looks like it is off to a fairly good start. Your slopes look pretty good from what I can see so far. I really like that area in the pic with the tiberium however the only thing I don't like about it is how it abruptly splits the river...It's kinda like big river and BLAM cut off....then the river continues. May I suggest creating a water source and making that be 2 separate rivers formed from one water source? So like have another river and have it go down in waterfalls to each area near where that spot is. Sorry if that isn't clear on what I mean...I can't think of a good way to say it right now. wacko.gif


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Aro
post Jan 13 2008, 09:02 PM
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QUOTE
says the one who has produced a few basic maps with basic layouts recently.


Tournament maps are mean't to have basic layouts. wink2.gif


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Yoshi
post Jan 13 2008, 11:21 PM
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Complex maps, in terms of detail, for multiplayer aren't all that great in my opinion. The more complex in terms of detail and eye-candy the map has, the more chances that lag may occur to those with slower machines (believe me, there's still some out there). Even faster machines and decent ones (like mine) can slowdown when it comes to a complex map.
That's why, in my opinion, Westwood and EA made their multiplayer maps a lot more simpler than the ones that we output day-by-day. It's to prevent lag from occurring on all machines connected so that the "fast-paced" action can be further maintained. The more lighting and detail that a terrain contains, the more resources are needed to support dynamic changes in the map (i.e. lighting changes in certain areas, destructable objects like terrain and buildings, etc.). Even on a blazing fast machine would start to lag due to this (due to the engine not being able to handle everything accordingly. Need clarification to those with a blazing fast box).

But anyway, back on topic.
The map design looks fairly well. However, I think the player on the top is receiving too little build space (with a city being near the base), forcing the player to waste a little of his time by having his or her forces level the city in order to create larger expansion of his or her base. The cliff designs are very spontaneous and helps portray a non-man-made look. I like that. To make a lazy version of Ixith's idea about the water, perhaps using water caves could help the issue. Since you have water cliffs, water caves can be an option for you. If you want to help make it look a little more realistic, you can also bend your water cliffs a little to help make it look like the water is turning into the cave, as well as raise the terrain in the middle.

Other than that,
Good luck with your mapping.


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Warlord
post Jan 14 2008, 07:58 AM
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Thanks for the comments.

@Ixith you just mean put a waterfall at each side.. Right?

@Aro Thanks. smile.gif

@Yoshi Hmm.. Maybe i'll remove that city, i'll add a water cave to the water on the right side and i'll add a
waterfall on the other side.


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Warlord
post Jan 15 2008, 09:16 PM
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UPDATE.

Only a small one but meh.. At least you have one. tongue.gif
Attached Image

Look at the minimap to see where exactly that is on the map.
Don't worry i'm going to add alpha light posts and repair huts. rolleyes.gif

This post has been edited by Warlord: Jan 15 2008, 09:17 PM


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Crash
post Jan 18 2008, 05:35 PM
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Hey, that's not bad at all for a start warlord! BTW, why so many bridge supports?


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Warlord
post Jan 18 2008, 07:28 PM
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I thought it looked good with a lot of bridge supports, but i may make it so there isn't as many.


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CommanderSpartan
post Jan 19 2008, 12:00 AM
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OOOHH! Thats nice, I like that little island connected by bridges, it would be a perfect place for a small base, and when someone comes for a attack, all I would have to do is blast the bridge.


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Aro
post Jan 19 2008, 01:44 AM
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QUOTE
Hey, that's not bad at all for a start warlord! BTW, why so many bridge supports?


Most bridges look like that in the real world, apart from San Francisco's golden gate bridge.


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Warlord
post Jan 19 2008, 04:07 PM
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Update again. tongue.gif
I really think this map is coming along nicely myself, everything is going how i wanted it to be. biggrin.gif
Attached Image

Attached Image

Attached Image


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Crash
post Jan 19 2008, 07:00 PM
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QUOTE
Most bridges look like that in the real world, apart from San Francisco's golden gate bridge.

However, he had three bridges with one support, and one with four supports or something, I don't think a bridge like that would have more than 2 supports in reality.

This post has been edited by CrashKing: Jan 19 2008, 07:26 PM


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Aro
post Jan 20 2008, 04:50 AM
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QUOTE
However, he had three bridges with one support, and one with four supports or something, I don't think a bridge like that would have more than 2 supports in reality.


It would have alot more than 2 supports. Lets not forget that in reality bridges can't just magically be over a mile long with only two supports, because bridges are in mid-air, they're going to be pulled down by gravity, so they're obviously going to be in need of supports. However, I do see your point about the difference in the bridge support number on the different bridges, avoid doing that, Warlord, It just looks plain stupid. Overall, this map looks like it's coming along nicely, the slopes in the first picture look a bit blocky and repetative, but it's something that can easily be fixed.

This post has been edited by Aro: Jan 20 2008, 04:50 AM


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Aro - Leader of Twisted Insurrection and Evolution.

Tiberian Sun: UMP
Tiberian Sun: Modding Tools
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"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
"To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
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Warlord
post Jan 20 2008, 04:43 PM
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Seems like TS is starting to be evil to me again, i'm getting IE's.
But i will try to continue with the map though.


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Slender Mang
post Jan 20 2008, 09:13 PM
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Whats with the repeated slopes in the veinhole pic?


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eXit
post Jan 21 2008, 09:49 PM
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It's a wip... seeing as he hasn't even placed the veins he is probably gonna change the slopes.
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Warlord
post Jan 25 2008, 08:28 PM
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Ok, my computer has been formatted and now TS works. smile.gif
You should see some progress soon.


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