Posted: Sun Jun 09, 2019 10:24 pm Post subject:
nod campaign map
i made this map and already showed it to era, train, and LKO. at LKO's request im putting it here and asking it be converted to an official map.
it needs text triggers still as i cannot access that aspect as a non-dev pleb, but it shouldnt be that hard as i order
my triggers roughly chronologically. make up some lore for it.
its worth mentioning that at one point in the map the player has to chose between two base locations, and also that there are 7 enemy GDI AI's but
only six get used at any one time. they are marked in yellow, the nod base locations in blue.
its also worth mentioning there are some ini edits that may conflict with updates; though they should be O K
I played this map a while ago but forgot to post feedback.
First of, the map is visually pleasing with good amount of detail. The only visual problem I can tell are those cliff errors as people have pointed out.
The best feature of this map is the very intricate use of triggers, scripts, and modified INI rules. I liked the idea of ship-in buildings, although the transports could be a lot faster
However, the number one issue is the lack of tutorial text lines and briefing. I had no idea what the mission was about, where I was supposed to go or what I was supposed to do. You can include both [Tutorial] and [Briefing] sections in the map file itself, we can later fix any triggers to refer to the main tutorial file.
The map layout is also bit weird. There was only one obscure path to the Nod radar. Likewise there wasn't any obvious path to the enemy base.
Tiberium is abundant, but scattered around in small patches, so Harvesters will often return to the base with half-empty storages. Sometimes they even get stuck, possibly due to the cliff or some other terrain errors.
Overall it is a neat tech demo, but the mission aspect needs work. _________________
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