Detail around the river, especially the upper half, is very good. I like the narrow paths at the top, though they may be problematic for the AI. It's also nice to see a few ambient light and meteor storm triggers bring life to the map.
Unfortunately Tiberium is very scarce for a 4p map, and its placement is uneven. Large areas, especially starting points for some reason, are devoid from any detail. There are also a few cliff and slope errors here and there.
I forgot what's the max. length of a bridge, but it might be worth checking if the bridge in the middle can be repaired properly.
Overall I'd say this map stays true to Westwood's standards. _________________ QUICK_EDIT
I played with them. AI uses those paths, but I agree. I tried to make the map more realistic(organic). Even tiberium placement needs a symmetrical map, I tried to compensate that by giving a terrain advantage or two. There are blue tiberium spots, btw. Far placed tiberium and it's scarcity drains energy from greedy players . There needs to be empty space for base building, or to where strategically move it. Some tiles also slow down vehicles and infantry, that's why I try to minimize LAT spamming and put LAT where it is needed. Bridge is repairable. Overall, vegetation grows around the water, trees and such, other land is desert. _________________ Lost Relic[mod] Lost Relic[game] QUICK_EDIT
But maybe starting areas should have a hint of civilization to them. FOr example, why would a military base put itself on the most barren place possible...
One would think tiberium abundance, but here, not even that is a factor. _________________ QUICK_EDIT
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