outgoing from the screenshots this is a really beautiful detailed map.
But are you sure all the tiberium patches work? You placed them very close to the cliffs and TS is known to have impassable cells on some cliffs, which could break pathfinding when you place tiberium on them. Especially on the bottom of cliffs facing north, it's quite dangerous to place tiberium. _________________ SHP Artist of Twisted Insurrection: Nod buildings
outgoing from the screenshots this is a really beautiful detailed map.
But are you sure all the tiberium patches work? You placed them very close to the cliffs and TS is known to have impassable cells on some cliffs, which could break pathfinding when you place tiberium on them. Especially on the bottom of cliffs facing north, it's quite dangerous to place tiberium.
If you place any other tiles than clear on those tiles they become passable. At least, I know it works if you use big rough or road tiles. I'm not sure about sand, rough and grass LATs. _________________ QUICK_EDIT
If you place any other tiles than clear on those tiles they become passable. At least, I know it works if you use big rough or road tiles. I'm not sure about sand, rough and grass LATs.
This is true even for sand, rough, and grass. However, do be careful because if it's passable....the AI can and will build their base in it if it's within their base building range. So in other words...only do it in areas that need the extra cells for pathfinding and are far enough away from bases so the AI won't build into the backsides of cliffs. (makes it hard to find their last building sometimes when it's completely covered by a cliff and the AI is a color that blends in with the radar map. If it's near the edge then you'll usually see a bit of the structure though sticking through the cliff...)
The map itself looks very well detailed like LKO said. Though I think people might not like having to blast trees to open up their build space to it's fullest potential. I'll have more comments perhaps after I take a better look at the map in finalsun _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
Yeah, it has such a gloomy and creepy atmosphere, I really like the lighting!
The map in itself is pretty and has much diversity. It doesn't look boring in the slightest, and has much eye-candy.
Just as mentioned, there may be a few too many trees at the starting location. Then again, it does give some kind of feeling, that these few patches are the only thing which avoided mutation for now _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
Nice improvement over last map in size/shape, symmetry and 2nd level cliffs.
Lower height of base location also helps in game finishes.
Would have liked less trees around the base and one or two veinholes and
probably a localized patch of tiberium for a quick buildup.
Just for you I've uploaded a version which replaces the pyramids with veinholes. I've also re-uploaded the original with some minor cosmetic changes.
It adds a new dimension to the game and routes land forces to previously unused areas of the map. I do think it rather spoils the colour scheme though, so I've kept them darkened.
There are no issues with the tiberium patches as far as I've tested! Cheers all for the feedback. QUICK_EDIT
Thanks. It goes into my map pack. I just enjoyed a game with 3 AI on hard.
Though in my personal mod, I have larger Adjacent values for buildings, I don't think the trees
in the base will have any problems for AI in the original. Just check it out. QUICK_EDIT
Bitchin' _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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