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Vintriaz
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Joined: 12 Dec 2011
Hey everyone, Here's a couple of holiday gifts back to the community. First off, The tides of myth. A huge 200x200 temperate map for 8 players that I started a couple weeks ago, then updated with DTA 1.11 (BTW Thanks again this is great.) To come out with this version. It's a beta & requires a bit more work yet. But I'm all for advice/suggestions. I'm also posting my first prototype map Burgentien, 55x55 (2-4) player map. It's basically a goof around map. But it will keep the A.I. busy for a few minutes while you build up your base & forces. Both maps have little surprises built in so see what you find while playing
I'll post any of my future work here.

Happy holidays, enjoy, & let me know what you think.

(update 1) TTOM: Lighting altered, a few structures & aircraft moved, deleted, a couple triggers disabled I think I got all of the desert trees, but there might one still hiding somewhere. New version posted. I may add armed patrols in the next version & tweak the lighting some more but I'm not sure What I'll do next.
PreviewAttachmentSize
Burgenstien.zip28.92 KB
TTOM1.zip398.47 KB
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Bittah Commander
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I just had a look and especially your "The Tides of Myth" map very nice. There's a few issues however; since you seem to have used only the color properties of the lighting settings to make the lighting darker (rather than lowering the ambient light property), buildings appear way too bright on the map.
So solve this problem, increase the intensity of the colors and lower the ambient light value; try something like this for example
Quote:
[Lighting]
Red=0.880000
Blue=1.040000
Green=0.880000
Ambient=0.500000

If you intend to directly copy over these colors to your map via a text editor, take in mind I only included the colors of which I changed the values compared to yours.
Although the lighting will already be a bit brighter with the values I gave you, you have to take in mind you also have to take players with worse monitors into account. So even though your original lighting actually looks nice on my monitor, this is mainly the case because my monitor has a high contrast ratio (50000:1) and can thus display the many different shades very well; a monitor with a low contrast ratio will likely have a hard time to see things properly on your map, even with the settings I've given you (Rampastring will have to confirm this for me however, since his monitor has a fairly low contrast ratio; 1200:1 if I remember correctly).
So depending on whether or not things are properly visible on his screen, you might even need to increase the brightness a little more. You can have a look at the maps "Tiberian Twilight" and "Springnight" for some ideas on how to compensate for that however.

Lighting aside, I noticed you used a tree (T18) which is actually only meant for desert maps and thus actually won't appear on the map when you play it, so it's best if you either replace or remove those trees (the quickest way to do this would be opening your map in a text editor, searching for T18 with Ctrl+F or Ctrl+H and either replacing all search results with something else or removing all lines with T18).
Mainly in the region of waypoint (starting position) #6 you filled a fairly big space up with the tall grass LAT, which looks kind of bad since the tall grass was actually meant to only be placed sparingly, like you did on most other spots of the map.

Also, I notice you placed aircraft on the airfields and helipads. Aircraft are normally positioned in exactly the center of airfields and helipads, but since airfields and helipads are only 2 cells wide, the aircraft is actually placed in between 2 cells (rather than in the middle of a cell) and since FinalSun can only place aircraft in the middle of a cell, it looks bad. Unfortunately this can't be helped (unless you add some ini code to your map to make a clone of either the helipad or the airfield, add Hoverpad=true to that clone and if you decided to make a clone of airfield, change PadAircraft=ORCA,x to to PadAircraft=A10,x), so you're better off removing the aircraft than having them look misplaced.

I also noticed you added some rules.ini code to your map. First of all you need to know that you should only add the code you're actually changing. So if you for example want to change the tech level and prerequisite for the Heavy Tank, you only add this code:
Quote:
[MTNK2]
Prerequisite=ARCO,MISS
TechLevel=5

Doing this will make it more obvious exactly what was changed and will prevent issues if the unit's properties are ever changed in future updates.
Judging from your code it also seems like you didn't take the Enhanced mode into account, but only thought about classic mode. The main problem this currently causes is that the Tech Center (MISS) is actually buildable for GDI in the Enhanced mode and is a prerequisite for all of GDI's more advanced units. If you want to have a civilian Tech Center on the map which gives the player access to the new units, you'll have to make a clone of the original tech center and change the ID of the cloned [MISS] to something else, like [CMISS]. To clone a building, assuming you'll use the [CMISS] ID for the clone, simply copy all of the code of the original MISS to the map, add Image=MISS to its code, change the ID to [CMISS] and add the cloned Tech Center to the building types list by adding this code to the map:
Quote:
[BuildingTypes]
1=CMISS

And after doing this, use CMISS as the prerequisite for the new units instead of MISS.

Another thing you need to be aware about is that the Titan isn't ever supposed to be buildable or placed on maps, because it's not there to stay. I originally converted it from a bigger model someone actually made for TS and attempted to make it fit DTA somewhat by making it entirely remapable. The Titan was initially intended as a crate goodie, but unfortunately the conversion job looks quite bad and I disabled it as a crate goodie. I'll remove its SHP from DTA soon and although it might get replaced with a better looking Titan in the future, it will cause problems on your map until this new Titan has actually been added.

As I mentioned above however, this is a very nice looking map, so if you can fix these issues, I'll definitely include it with DTA's next update (and will of course credit you accordingly).


Burgentien has most of the same issues and in addition also has the (possible) issue that the walls around the civilian stuff are crushable in the Enhanced mode, which probably wasn't your intention. To solve this, you'll also have to make a clone of the chain link fence; to make it uncrushable in the Enhanced mode you can simply copy all of the original code from Rules.ini without changing anything (aside from the ID of course).
Another thing I noticed that the lighting settings turned the purple player color on all units and buildings into red when an Ion Storm started, which might cause some confusing situations.

Disregarding the mentioned issues, I think this could be an interesting map for newbies who still have have a hard time to play more aggressively and defend against the AI while they build their base. Since the map is a bit unconventional however, I'm not sure about whether or not it should be included among DTA's normal maps in the next update, but I'll see what some of the other staff members' opinion is about this.


Edit:
Well, this post somehow turned to be quite a bit longer than I expected it would be, so I hope reading it all won't be too much of a bother Tongue It took some time to type it all out though, so tl;dr is not allowed Evil
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Rampastring
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Joined: 25 Nov 2009
The Tides of Myth looks very nice, or excellent considering that it's your first map here. Outside of those things Bittah mentioned, I'd suggest placing some turrets or guard towers also to the northern side of the northeast civilian base, since currently I could expand there using powerplants and capture the buildings without facing the defences on the bridge first.

But well done.

Wait.. are you this member from TiberiumWeb? http://www.tiberiumweb.com/forums/index.php?showuser=470 That explains the quality of the map, although you disappeared from Tibweb before I registered there.

I agree with Bittah that Burgenstien is too abnormal to fit within the normal maps of DTA. However, it's not a bad map either, just different.
Quote:
(Rampastring will have to confirm this for me however, since his monitor has a fairly low contrast ratio; 1200:1 if I remember correctly).
All three monitors (two on the primary computer, one on the secondary computer) which I use have a contrast ratio of 600:1.

EDIT: Having tested Bittah's lighting options..

Quote:
[Lighting]
Red=0.880000
Blue=1.040000
Green=0.880000
Ambient=0.500000

I'd suggest using an ambient of something like 0.65 as with those low values the map does hurt my eyes a bit.
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Vintriaz
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Joined: 12 Dec 2011
Huh, I always wondered what the ambient light. control affected as I never really messed with it. As for the aircraft, I'll see what can do there & I'll go about fixing the trees, LAT, Ini text, & placement of the various buildings. Thank you for spending the time to give me accurate details. I now have a bit better idea on how to make this map less funky.

As for burgenstien, It was really just a rubbish map that I threw together as a "what the hell, Let's learn a new editor." type of map just for kicks but who knows I may try to repair it as well. Thank you Bittah Commander & Rampastring. I now have a better chance at fixing these maps& some of my TS maps as well. Hope you guys have a merry Christmas. I'll get ya new versions soon.
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Who do you respect more? The soldier striking with a sword, or the soldier hiding behind the trigger of a gun? I'll use what I must as the situation calls for it, but I have my preferences... The Sword.

Bittah Commander
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Joined: 21 Nov 2009
Are you still going to make changes to this map soon, or should I include it with the next update as-is (although with the ambient lighting increased, as Rampastring suggested)?
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