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MeesterMan
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Joined: 24 Jun 2012
Sand Serpent

Just a small 1v1 dessert map to start with. First time ever using FinalSun.

How'd I do?

p.s. How do you get those high quality preview images?
Chronoseth
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We make the previews by hand using screenshots and photoshop. Tongue

I'll have a look at this in a minute.

Edit:

Are you SURE this is your first time using FS? This is incredible for a first map. You must have done mapping for some other RTS before. Tongue

A few errors/suggestions:
  • 1x1 bushes and rocks do not require the impassable overlay. It's actually important not to place it under the 1x1 bushes, because they can be destroyed (and all of a sudden there will be an inexplicably impassable tile)
  • There might not be enough river crossings. The unit pathfinding might get groups of units stuck.
  • The light sand has a few straight/square areas where it meets the normal sand.
Besides those, I can't find anything glaringly wrong with the map. It looks like a lot of fun. Smile
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Rampastring
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This map is excellent if it's your first time using FinalSun. If you'd improve / fix the things pointed out by Chronoseth, it'd be at least very close to the quality of DTA's included maps.

Giving it some special lighting would also be a nice touch, you can edit the lighting from Edit -> Lighting.
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Bittah Commander
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I agree; it just needs a few small improvements and I'll add it to the mod. I'd personally make the bridge in the center wider, which you can do by copy-pasting parts of the bigger bridges.

Like this for example:
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MeesterMan
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Joined: 24 Jun 2012
Thanks! I might have messed around with FS a few years ago, but I don't remember what I did with it. I've made maps for RA1, Starcraft1, Total Annihilation, and Battle for Dune before.

Alright, I think I fixed all the issues. I also changed the lighting some and added a few more details and civilians.
Rampastring
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Joined: 25 Nov 2009
Great job, just played a game against AI level 2 and this is instantly one of my favourite 1v1 maps for testing future AI changes Smile I guess it'll also be included in the next update for DTA, and you'll be added to the credits.
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The staff plays actively there aswell!
Show us your support by following us at ModDB! http://www.moddb.com/mods/the-dawn-of-the-tiberium-age/

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Bittah Commander
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It'll indeed be included and I already made the preview too Wink



Additionally I also improved your tiberium fields a bit by alternating the tiberium patches that were used in it; you only used a single tiberium patch for every tiberium field, which looked a bit repetitive. By manually selecting the tiberium patches from the overlay list and alternating them within a single tiberium field, the tiberium fields will end up looking more variated.
In Tiberian Sun this actually happens automatically when you view the map ingame, but in DTA it doesn't because of a hack that was done to allow tiberium to get affected by the map's lighting; although this means mappers have a little extra work to do, the tiberium looks much better on maps with non-default lighting now.
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MeesterMan
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Joined: 24 Jun 2012
Thanks a bunch guys. Hope to see it in there soon. Smile

The mod is really awesome, can't wait for the next update.

One thing though: Half of the time the rockets fired by the Hover MRLS explode on launch and the ones that fire succesfully will occasionally target friendly units, though I remember the Cyborg Reaper did the latter sometimes. The AI doesn't seem to have this problem.
Rampastring
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Posted at ModDB: link
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--The AI Coder, creator of the Launcher, creator of The Toxic Diversion and a multiplayer mapper of DTA.

JakeTiDe
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Joined: 22 Feb 2012
By the way, mirroring it from the top you could easily create version for 4 players.
 

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