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[Shw][Tell No Tales][4 players]


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#1 Umbrella Secrets

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Posted 17 April 2008 - 00:08

This is a new map called Tell No Tales, it is going to be based in the islands, and it will have sunken battleships and stuff. I just started this map, and the reason the ocean is so big is because I was going to make this map for Destructive Forces mod (which has navel units), but now I wanted to make it for all mods.

Here is the start of the map.

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Edited by Atomicarmy, 26 April 2008 - 23:55.

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#2 Crazykenny

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Posted 17 April 2008 - 22:23

Looks like a interesting design, you might wanna smood out the ridges and cliffs to make it look more natural.
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#3 Umbrella Secrets

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Posted 20 April 2008 - 00:42

Update on map

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#4 Lizzie

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Posted 20 April 2008 - 02:40

Needs more surrounding mini-islands.
- E.A.B
My escape route goes through the enemy.
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#5 Lord Atlantis

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Posted 20 April 2008 - 02:52

Also, when you are finished with the map, go through and try and blend in the texturing a little bit. Now it looks like drawn worms at the bottom of the main island where the beach and island meet. It may be hard to do at first, but it makes maps look SO much better. :read:
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#6 Umbrella Secrets

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Posted 24 April 2008 - 00:33

Update:

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#7 Ascendancy

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Posted 24 April 2008 - 02:46

So, I see one has converted the map to Shockwave...very good then. :)

Everything seems to start coming in line, and I'll be waiting to play the first released version.
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Thanks to that awesome signature maker, Cattman2236.
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#8 Crazykenny

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Posted 24 April 2008 - 08:54

Looks good, I esspecially like the docks.
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#9 Umbrella Secrets

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Posted 25 April 2008 - 21:24

Thanks for the good comments, I was wondering, should I put fences around the airfield?
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#10 Lord Atlantis

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Posted 25 April 2008 - 22:00

Go ahead with putting fencing around the air field, but keep an eye on the object count. :lol:
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#11 Umbrella Secrets

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Posted 25 April 2008 - 22:24

How do I see the object count?
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#12 nip

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Posted 25 April 2008 - 22:30

With your eyes, in the lower left corner of WB.

#13 Jok3r

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Posted 26 April 2008 - 05:29

As a personal fan of island maps, I can say this looks pretty darn good. I do agree with LA though, about the textures. I should really upload a concept for one of these I did a while ago...
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#14 Umbrella Secrets

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Posted 26 April 2008 - 14:58

Update:

Over at the airfield when you go in the area the plane takes off, and there is no mismatch online (I tried it with someone else).

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#15 Umbrella Secrets

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Posted 27 April 2008 - 23:44

Here is the map report from Chyros,

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OK then. Here's my test report.

Again, the map looks very nice, kudos! I'm sure I'll really like this map, so far I really like its design. The improvements I would suggest:

-the double bridges cause very poor pathfinding, this is especially nasty with the howitzer on the end waiting. It'd be best to make them into single, very broad bridges. Also, make the ground at the ends of the bridges much more flat: currently units bounce and slide off the bridges on the north because of this XD . The bumpiness is also causing the poor pathfinding.

-again, the main terrain is too hilly, flatten it everywhere a bit. The build space in the players' bases suffers because of this, it's currently very difficult to build airfields. Also, the entrances to the bases are too hilly which makes units go completely bananas there, and the height differences between main ground and the bases is very big, this screws up a number of units, like dragon tanks, railguns, LOSATs and especially rocket buggies. Try not to get too big height differences anywhere on the map, this can be detrimental to gameplay .

-the guard tower on the northeast of the middle island can't be accessed by infantry.

-free up the home supplies a bit - the command centres are too close to it. Move the supplies back a little or the CC away from it.

-make the middle accessible by more routes, preferably directly from two players' bases. It's currently extremely hard to drive a play who has dug in there, away, partly because the corridors leading to it are very long and relatively slim and there are explosive silos on them. Also, there is only really one entrance to each player's base, but because the map is an island, helicopter factions have a much easier time while the GLA really don't have a chance if players can dig in that easily. I'd really suggest adding another land route to each player's base.

Apart from these flaws, the map is excellent. Like the last one, great work!

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#16 Crazykenny

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Posted 01 May 2008 - 19:43

Chyros is not a Guild tester (AFAIK) :wtfh:

But meh, you have premission to release it.
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