- Login to post comments
Sun, 2010-01-17 00:46
It is indeed what you are thinking it is :>
- Had to add some water to the middle to fill the void
- left the islands at the edge since I though "carry-all"
- not intended to be a naval map
I'll see if I can take some weight off the x-axis =/
- Had to add some water to the middle to fill the void
- left the islands at the edge since I though "carry-all"
- not intended to be a naval map
I'll see if I can take some weight off the x-axis =/
Sun, 2010-01-17 13:20
#1
I'd say this map has a pretty interesting layout. It's just that it's hard for players to actually discover those islands in the corner, considering there's actually no units that are properly capable of scouting there (aside from the Hover MLRS in the enhanced mode, which'd give GDI an advantage of Nod actually). Also (although this is only a minor remark), I notice you're still placing impassable ground under tiberium trees; this really isn't necessary
Mon, 2010-01-18 16:42
#2
fixed some issues and shortened it a little to be closer to the original.
Mon, 2010-01-18 20:46
#3
Looking good I have some more advice however; the very top 3 cells of a map are always impassable, even though they're visible ingame. So because of this it's best not to put any tiberium there or players will be able to see the tiberium, while the harvesters won't be able to get to it.
Thu, 2010-01-21 01:41
#4
the second version I made, made cnc crash frequently and gave me the invisible tiberium tree issue when getting crates that clear the fog. its either the mass copy-pasting of stuff or the editing I did to the map format afterwards. gonna check that one out and fix some issues on the first version anyway.
having dirt-textures under tiberium trees disables them so ... I'll look into getting rid of that as well.
having dirt-textures under tiberium trees disables them so ... I'll look into getting rid of that as well.
Thu, 2010-01-21 16:38
#5
-fixed passable cliffs
-fixed harvester stuckage
-fixed crashes
-fixed tiberium ooVisiblity
-fixed harvester stuckage
-fixed crashes
-fixed tiberium ooVisiblity
Thu, 2010-01-21 23:52
#6
Perfect, I'd say this map is really finished now. Good job
I edited your first post to include the latest version of your map and removed the attachments from all your other posts to make it easier for people who might wanna download your map.
By the way, what was causing the crashes on your map, if I may ask?
I edited your first post to include the latest version of your map and removed the attachments from all your other posts to make it easier for people who might wanna download your map.
By the way, what was causing the crashes on your map, if I may ask?
Fri, 2010-01-22 13:08
#7
well, nothing fancy, really. All I did was pasting the whole map into a new blank one of the same size.
Since the crashes occurred after I resized the map, I figured the file was busted and moved the contents. Only problem was that Terrain Objects had to be replaced by hand since you can't copy them for some reason. Tiberium was copied though.
Since the crashes occurred after I resized the map, I figured the file was busted and moved the contents. Only problem was that Terrain Objects had to be replaced by hand since you can't copy them for some reason. Tiberium was copied though.
Fri, 2010-01-22 14:19
#8
Well, if the map had exactly the same size, you could've actually just opened the old map in wordpad, copied everything below [Terrain] and then have pasted it in your new map to copy the terrain objects over.
- Login to post comments