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

Umbrella Secrets's Photo Umbrella Secrets 17 Apr 2008

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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Crazykenny's Photo Crazykenny 17 Apr 2008

Looks like a interesting design, you might wanna smood out the ridges and cliffs to make it look more natural.
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Umbrella Secrets's Photo Umbrella Secrets 20 Apr 2008

Update on map

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Lizzie's Photo Lizzie 20 Apr 2008

Needs more surrounding mini-islands.
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Lord Atlantis's Photo Lord Atlantis 20 Apr 2008

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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Umbrella Secrets's Photo Umbrella Secrets 24 Apr 2008

Update:

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Ascendancy's Photo Ascendancy 24 Apr 2008

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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Crazykenny's Photo Crazykenny 24 Apr 2008

Looks good, I esspecially like the docks.
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Umbrella Secrets's Photo Umbrella Secrets 25 Apr 2008

Thanks for the good comments, I was wondering, should I put fences around the airfield?
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Lord Atlantis's Photo Lord Atlantis 25 Apr 2008

Go ahead with putting fencing around the air field, but keep an eye on the object count. :lol:
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Umbrella Secrets's Photo Umbrella Secrets 25 Apr 2008

How do I see the object count?
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nip's Photo nip 25 Apr 2008

With your eyes, in the lower left corner of WB.
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Jok3r's Photo Jok3r 26 Apr 2008

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...
~Swimmer
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Umbrella Secrets's Photo Umbrella Secrets 26 Apr 2008

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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Umbrella Secrets's Photo Umbrella Secrets 27 Apr 2008

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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Crazykenny's Photo Crazykenny 01 May 2008

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

But meh, you have premission to release it.
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