Posted: Mon Aug 22, 2011 10:38 am Post subject:
Third GDI challenge mission
In this mission you will defend the FireStrom Device ,you must hold aginst waves of nod armored deivions so this challenge is more like Panzer krige , you will get Reinformcent's properly , and you can use the Fire Storm from time to time, and harvisting will be on for this map but only one harvester provided for you so keep it alive it's none Replaceable ............... Good Luck Commander.
First off, I suggest you reduce the green glow in the Tiberium field. Second, I like the amount of detail; trees, slopes and different terrain, although the ground looks empty/dull brown at places.
Please don't use the "Containers" building (that pile of crates and barrels) outside interior maps. As you can see, it lacks shadow, and has a mirrored lighting for this reason.
Last, I suggest you use less warning stripes inside the base. It's a nice idea to mark a zone for each building, but there's really nothing to actually warn about in most places you put the stripes on. _________________
Just finished this one. I am very impressed with both yours and Lord Ceaser's work, especially since you are both very new to Twisted Insurrection mapping.
Your map detailing has improved greatly, so great job on that. Aside from the fore-mentioned intensity of the green light and some plain spots, the detailing is very well done, so good job on that. I also like the layout of the GDI base, spacious is good when you need to move units back and forth like you do on this map.
While the swarms seem overpowered, mixing and matching the right units can help you overcome the massive Nod waves (and of course, destroying specific units first).
For future reference, please be aware that the searchlights drastically reduce the game speed, hence why they are not currently used. If you insist on using them, make sure you only use 1 in order to prevent a drastic slow-down. Also, due-to screen-resolution issues (this is a generic C&C game problem, not TI related), I don't recommend using map boundaries smaller than 50x50 otherwise you can get some pretty nasty graphical and scrolling glitches.
Overall, good job, though some text triggers, a different global lighting setting and some additional triggers here and there would of been excellent (Infantry would of been good to use as a wave as from playing the map, I noticed that they definitely would of caused chaos). QUICK_EDIT
I just Modified the Map, Changes :
-South Barrier/CheckPoint And north Barrier/CheckPoint.
-Nod Scout Party Trigger.
-Text Triggers.
-ReSized Map From 110x40 to 110x60 To Reduce
scrolling glitches.
-Replaces one of the Spotlights With Milltiary Light Post To Reduce The
Lag.
-Tib field Lighting Reduced.
-Radar Scan Support Removed. QUICK_EDIT
Joined: 23 Mar 2009 Location: Italy,Sicily,Bagheria
Posted: Mon Aug 29, 2011 3:05 pm Post subject:
TI LAT, civil asset and more flora / tib. flora and fauna can let us fan mappers with a lot of fantasy in our mind, to create big awesome spectacular maps _________________
Team : Mentalmeister | Mapper for Mental Omega 3.0
Team : TO Project | Mapper for Tiberian Odyssey QUICK_EDIT
He ment that you'r mod is filled with nice/neat stuff that give us ideas and motive to make maps.And were not asking for anything.it's just a complement . Last edited by Bu7loos on Mon Aug 29, 2011 4:48 pm; edited 1 time in total QUICK_EDIT
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