Nice map again. Rugged terrain, good atmosphere and like the tiberium colors. But felt less building
space.
Should have bridge repair huts at both end of bridges, bottom 2 have at only one end. Could also
clean up unassociated entries CABHUT with 01000059, ORCATRAN with 01000053.
Tunnels are erratic if not on the same height. Bottom tubes entries has to be redone if it is meant for
the bent entrances. Can use Q45's tunnel drawing (coordinates plotting) tool specially for bent tunnels.
http://www.ppmsite.com/forum/viewtopic.php?p=513710
In finalsun 0.98 version, one can see the tunnel lines, it can be used for viewing purpose. Attaching
it with some hex edits to its exe file.
Destroyable cliffs usually restricts AI, in this case usage of north tiberium patch. Though it is
not a problem, I would also avoid PICK/GAKODK/Sniper like mods in general purpose maps.
And should rethink in making pyramids capturable which are immune.
Edit: It has a good naval layout, only left-top cliff close to the map border does not allow passage of ships.
Thanks for the feedback! Some things you mentioned I also considered myself.
There is a mid-game ion storm to destroy those cliffs. Making the pyramids capturable isn't a problem either as I assigned them "IsBase=0". Other than the associated trigger, they are useless.
About the bridge repair huts, one of them was clipping with the tunnel entrance so I decided to remove the two for continuity rather than rework either the cliffs or the island itself since I designed all but one bridge to be of a single length (also for continuity).
One question though, why would you avoid PICK/GAKODK/etc mods in "general purpose maps"? QUICK_EDIT
If an immune building is captured, other players won't be able destroy it to win. IsBase is a leftover in the ini.
Instead BaseNormal and Adjacent is used for human players.
Check placing bridge repair huts on either side, it need not be diagonal.
Nothing wrong with complex mods. I avoid them because it reduces its flexibility with mods. Mentioned it
because a weapon change in my personal mod didn't allow testing the naval part at that time. QUICK_EDIT
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