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drive
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This is my first self-made map by drive.
It takes 6 hours to create this map:Desert City [2] Player.
Warning this download broken!!!!!!!!! Sad
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desert city.dpr120.52 KB
drive
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Joined: 18 Jan 2013
This download link should be work:
Wink
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desert city.zip52.29 KB
Bittah Commander
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Huh, another "first" map? Tongue

I think the center of the map looks alright, but the far left and far right areas seem a bit bland. Adding some lakes and cliffs there might help.
I notice a few tile errors here as well; 3 in the cliffs and river around the right village and 2 in the cliffs of the left village (although I suppose those 2 can be forgiven).
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drive
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This is my new version of this map:
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desert city.zip75.73 KB
Bittah Commander
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Very nice; that's a huge improvement Laughing out loud The only criticism I have is that the player bases are only accessible via a single bridge, which creates a bottleneck on those bridges when units try to attack those bases. In other words, it makes the bases very easy to defend.
Still, if you don't expand so that you can harvest from the center blue tiberium field you'll most likely lose the game, which makes the bottlenecks somewhat acceptable. I personally prefer if there's multiple access routes to the bases, but if you prefer to leave the map this way it's still good enough to be added to the mod Smile
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drive
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The bridge is a cell wider and i created a path for both players. Big smile
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desert city.zip76.98 KB
Bittah Commander
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Much better Laughing out loud I just noticed that the visible area of the map (the blue rectangle) is too high (it goes outside of the red rectangle). I can fix this for you when I add the map to the mod, but you'll have to fix it yourself if you want people to be able to download and play the map properly before the next update.
Additionally one of the chainlink fences you placed is partially standing on the water, so you're better off moving it 1 cell up.
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Rampastring
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Joined: 25 Nov 2009
I still see some things that could use improvement:

- The cliff on the right side of the river on top-left is too straight and repetitive, with the same cliff piece used 8 times. It simply looks bad. Since it doesn't appear to be contributing much to the map's gameplay, I'd just remove it entirely.
- The left side of the river surrounding the tiberium-filled center area is unnaturally straight. I know it might be hard to fix it without redoing a significant part of the area, but it could be worth it.
- The cliffs, especially the cliff corners, are too straight around the tiberium-filled center area.
- You seem to like placing buildings on cliffs. Try to avoid it, it doesn't really look good. Using Framework Mode (Ctrl + F) might make it easier to see if the buildings and other objects reside on passable terrain or on cliffs/water, so you could see if using that makes placing buildings right easier for you.
- I don't really like how the sandbags and chainlink fences affect gameplay. Those fences basically make it harder to move around with infantry, while vehicles will be able to just crush them. They're a nice piece of detail when used right, but I think you're using them too much.

Overally though, it's a very nice map, especially when we consider that it's your second one.
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drive
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Joined: 18 Jan 2013
This is the improved version of my map. Tongue
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desert city.zip78.02 KB
Bittah Commander
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Good; the only issues that still stand out are the perfectly vertical river just on the left of the center tiberium field and the perfectly vertical cliffs just above that river.
Try to make them both slightly curve to make them more natural looking.
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drive
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I forgot to release the improved map because I worked on other maps. Drunk
Here is the improved version of the map.
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desert city.zip78.82 KB
Bittah Commander
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That's much better indeed Laughing out loud I don't think there's anything left to fix; good job!
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