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Sat, 2010-01-16 02:33
Alright, as the name suggests its all about a stalemate in a PvP battle. It may look boring on first glimpse, but I built each player's 3rd expansions front-row-center so that you can still choose between defending yours or attacking the enemie's with artillery while guarding the narrow middle passage.
If people like the concept, I'll do a 2on2 version.
And yeah ... I wouldn't stand on that blue tiberium field if I were you ...
If people like the concept, I'll do a 2on2 version.
And yeah ... I wouldn't stand on that blue tiberium field if I were you ...
Sat, 2010-01-16 17:14
#2
First of all, thanks for the extensive and helpful feedback. I adjusted the borders and replaced the impassable grounds. However, I didn't find any maps working correctly in FinalSun that I could use as a reference for underlaying objects with impassable grounds. So I took some guesses - I hope they are correct though.
Inspired by your critique, I massively reduced the starting field to encourage the players to push forward faster. I also deleted the three trees in the middle since they didn't really had a point as they were surrounded by 4 other trees and took important space used to build the center bridgehead in the late game. In any case, I will keep it at 3-5 trees for each player to keep the tanks rolling
.
The blue Tiberium, however, stays as it was never intended to be a source of income but as a gameplay element to prevent any kinds of structure-rushes: The enemy will blow the field up (which happens in a nice cascade btw) if he sees an MCV or anything other funny looking objects that try to cross it. on the other hand, you cant just blow it up your self to settle in there before the enemy has defenses at his third expansion, since you would have to shoot your way through the trash left behind by blue tiberium.
All in all, its intended to be a map for people who are new to (or uncomfortable with) the whole pvp idea without making it boring for experienced Players.
Tell me if there are any problems with the impassable grounds so I can correct them. I'd allso be happy about a map that works in FS as a reference
Edit: I didn't really look into opening the Maps.mix yet though D:
Inspired by your critique, I massively reduced the starting field to encourage the players to push forward faster. I also deleted the three trees in the middle since they didn't really had a point as they were surrounded by 4 other trees and took important space used to build the center bridgehead in the late game. In any case, I will keep it at 3-5 trees for each player to keep the tanks rolling

The blue Tiberium, however, stays as it was never intended to be a source of income but as a gameplay element to prevent any kinds of structure-rushes: The enemy will blow the field up (which happens in a nice cascade btw) if he sees an MCV or anything other funny looking objects that try to cross it. on the other hand, you cant just blow it up your self to settle in there before the enemy has defenses at his third expansion, since you would have to shoot your way through the trash left behind by blue tiberium.
All in all, its intended to be a map for people who are new to (or uncomfortable with) the whole pvp idea without making it boring for experienced Players.
Tell me if there are any problems with the impassable grounds so I can correct them. I'd allso be happy about a map that works in FS as a reference

Edit: I didn't really look into opening the Maps.mix yet though D:
Sun, 2010-01-17 00:26
#3
The map borders are placed correctly now and the amount of available tiberium for both players is much better now is well 
The impassable terrain is still wrong however. You often place more impassable cells under a terrain object than the foundation of the terrain object actually need. You also placed an impassable cell under single trees, even though those really don't need it. You only need to place an impassable cell under a 1x1 terrain object when you don't want infantry to be able to walk through it; this is the case with rocks, while with a single tree it's perfectly normal for an infantry to walk right through it.
When I said you should take a look at one of DTA's existing maps for reference, I meant that you should use XCC Mixer to open Maps.mix and then extract a couple maps so you can view them in FinalSun.

The impassable terrain is still wrong however. You often place more impassable cells under a terrain object than the foundation of the terrain object actually need. You also placed an impassable cell under single trees, even though those really don't need it. You only need to place an impassable cell under a 1x1 terrain object when you don't want infantry to be able to walk through it; this is the case with rocks, while with a single tree it's perfectly normal for an infantry to walk right through it.
When I said you should take a look at one of DTA's existing maps for reference, I meant that you should use XCC Mixer to open Maps.mix and then extract a couple maps so you can view them in FinalSun.
Sun, 2010-01-17 01:44
#4
Right, here you go.
Sun, 2010-01-17 14:32
#5
That's better, although you're still placing impassable cells under tiberium trees, like I mentioned in the other topic 
Another thing that you don't seem to realize is that when you're not in marble-madness mode, the way the impassable cells look in FinalSun, is exactly the same as they'll look when you'll play your map. So this means that when you place a terrain object on top of gray sand (or any other kind of ground that doesn't look like clear ground; roads or pebbles for example), you can't place the impassable ground on top of it or it'll be visually noticeable ingame. To make these cells impassable anyway, you'll have to use the impassable overlay (select it from the "Overlay & Special" menu). Unlike the impassable ground, the impassable overlay is always visible in FinalSun, but it's actually invisible ingame.

Another thing that you don't seem to realize is that when you're not in marble-madness mode, the way the impassable cells look in FinalSun, is exactly the same as they'll look when you'll play your map. So this means that when you place a terrain object on top of gray sand (or any other kind of ground that doesn't look like clear ground; roads or pebbles for example), you can't place the impassable ground on top of it or it'll be visually noticeable ingame. To make these cells impassable anyway, you'll have to use the impassable overlay (select it from the "Overlay & Special" menu). Unlike the impassable ground, the impassable overlay is always visible in FinalSun, but it's actually invisible ingame.
Mon, 2010-01-18 17:05
#6
I left one of those clear impassables since one wouldn't notice it ingame
Mon, 2010-01-18 21:51
#7
Looks like you took care of all of the issues, good job. One optional thing you could still do however, is adding a little more detail to the map. Some areas look a little empty and you could make those areas look a lot more interesting by placing pebbles, rocks, bushes, or trees there. The pebbles are under Terrain/Ground by the way, I don't think you've noticed them yet

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There are a few "issues" however: