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Mon, 2010-01-04 20:30
Here is my firts map, designed for a large match.
Im not good at english so dont expect much more description xD
PD: I dont know how to make a jpg of the preview.
Edit: added 2 bridges in the main base for prevent AI stuck.
Im not good at english so dont expect much more description xD
PD: I dont know how to make a jpg of the preview.
Edit: added 2 bridges in the main base for prevent AI stuck.
Mon, 2010-01-04 23:46
#1
I just had a look at your map and I gotta say it looks quite nicely detailed. Other than a couple buildings and terrain objects that don't belong in the theater you used, a cliff error, a road error and the 2 odd looking bridges, I don't have any remarks. I fixed up the map a little (corrected the errors and made it compatible with DTA 1.10, although that took a bit of time since I had to redo the shores and rivers for that), so if you don't mind, I'll add this map to the default maps of DTA 1.10
Mon, 2010-01-04 23:58
#2
thanks for the compliments and I made the map thinking it will be in DTA 1.10 , I put the grass bridges on purpose like they are old and not pavimented, but if its more good the normal I dont complain.
In the editor I didnt see if a object its for one theater or another if it can be exposed will be good.
In the editor I didnt see if a object its for one theater or another if it can be exposed will be good.
Tue, 2010-01-05 00:10
#3
Well, the buildings and objects for one specific theater are pretty much all grouped together and the fact the colors look wrong should also make it obvious enough whether something belongs in a theater or not.
Tue, 2010-01-05 00:48
#4
thanks now I know for future maps. Can you explain what are that river, roads and cliff errors?
Tue, 2010-01-05 02:37
#5
The road error is the junction on the left (next to the tiberium tree), the cliff error is on the bottom at the right (a diagonal cliff piece facing north) and the river and shore errors aren't really your fault because the rivers and shores have been changed in between DTA 1.09 and 1.10 in such a manner that rivers and shores on a DTA 1.09 map will be completely messed up in DTA 1.10.
Tue, 2010-01-05 13:11
#6
there is a error in the bottom right base the infantry units can pass to the middle of the montains because the rock didnt block well the path, block it because it didnt supose to happen.
Tue, 2010-01-05 18:24
#7
Tue, 2010-01-05 18:38
#8
Great!
Tue, 2010-01-05 20:28
#9
Looks good indeed! Seems to give some interesting tactical possibilities.
And these villagers seem to be some very religious guys
And these villagers seem to be some very religious guys
Tue, 2010-01-05 20:56
#10
im going to make 2 more 1v1 maps for a 3 map pack, it will be like a land in 3 divisions a tug-of-war (i think its said like that).
This is the entrance/gate of the Valley, then the valley and final a exit to the ocean.
Since changing the 1.09 version to 1.10 will be a pain I will wait to the release of 1.10 to make them(I want to put blue tiberium)
Serioustoni: dont be wrong its a evil cult
This is the entrance/gate of the Valley, then the valley and final a exit to the ocean.
Since changing the 1.09 version to 1.10 will be a pain I will wait to the release of 1.10 to make them(I want to put blue tiberium)
Serioustoni: dont be wrong its a evil cult
Tue, 2010-01-05 21:48
#11
Serioustoni: dont be wrong its a evil cult
Okay, NOW I really want to live there
It's ... "The Village"....
Tue, 2010-01-05 22:02
#12
The people there weren't really evil however... They were just kind of.. xenophobic
Wed, 2010-01-06 11:37
#13
its a shame the AI keep stucking in the bridges...
Wed, 2010-01-06 11:43
#14
The problem is that the bridge is only 1 cell wide. Placing another bridge next to it should usually prevent the AI from jamming up on the bridges.
Wed, 2010-01-06 17:40
#15
its a shame the AI keep stucking in the bridges...
Hey c'mon, that's just like in good old CnC 1 too
Thu, 2010-01-07 00:23
#16
Yeah, don't you just love how I even implemented little details like that? xD
Thu, 2010-01-07 14:00
#17
The civilians know that, they now live near bridges xD
Sat, 2010-01-09 15:43
#18
Hmm... It's alright. The straight cliffs and shorelines really bug me though, the player locations would definitely benefit from additional build space too. Try adding more shape to the lake in the middle and if you can some additional shaping on whatever cliffs you've used too.
Sat, 2010-01-09 16:31
#19
Hmm... It's alright. The straight cliffs and shorelines really bug me though, the player locations would definitely benefit from additional build space too. Try adding more shape to the lake in the middle and if you can some additional shaping on whatever cliffs you've used too.
I think its good whit the form it have.
The space in main base its good enough because this map is for expand in the next zones (the bridges divide the zones) for have better control of the tiberium.
Mon, 2010-01-25 11:16
#20
I try this weekend to make the other 2 maps if I have time and is worth your time my map/s.
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