liltrey
  • liltrey
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17 years ago
hopefully this map makes it, i had fun creating this map as well as playing it and everything works fine😉

the southern starting position has a nice fresh supply of oil and supplys and a great defense point in the canyon but it's harder to reach the city wich containes more supplys and a nuke and black market base (mainly used to supply money)

the northern starting base has slightly less supplies but has easy access to the city and can defend it's instrest easier against a ground attack plus the enemy has to cross a bridge to attack you.

if this map is approved i hope you enjoy it

heres some pics



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C&C Generals map Builder and Designer (In Training)

system specs: 19 in flat panel moniter/ 256 mb intel chipset family/ 1.8 duo core processor/ 1GB Ram/ 250gb Hard Drive/ 1400 watt surround audio system
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Drummin
17 years ago
Well Liltrey, it looks interesting.
Be sure to submit your map correctly by using this link.
Map Submission 
FunForceLT
17 years ago
map looks awesome mabye you should add a litle more detail to the city?
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
17 years ago
Not just the city, but the entire map.

My Observations and Advices:
> Waypoints not Labeled - You named the waypoints, but you didn't correctly label them. "Flank#" should be inserted into the waypoint labels, not the waypoint name.
> More varied texture - Currently, there are only two ground textures (excluding the cliff texture) used from what I can observe. These two textures contrasts too much and doesn't blend in well. Using more different textures that are similar to each other can create a much better result.
> Where are all the trees? - You can argue it's a desert map even in the desert you can still find some sort of shrubbery, such as bushes and stuff, especially when there's a water source nearby.
> Cracks overused - Honestly, there's way too much there and they look very repetitive. Cut down the use and replace some with ground textures.
UserPostedImage 
liltrey
  • liltrey
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17 years ago
well thanks for the advice but right now i'm simply too lazy to change this map right now, there will be better ones on the way for i am a noob at this...

can you tell me any good things about the map? i mean you make it sound like it's bad, it doesn't look the best but it's fun to play i think...
C&C Generals map Builder and Designer (In Training)

system specs: 19 in flat panel moniter/ 256 mb intel chipset family/ 1.8 duo core processor/ 1GB Ram/ 250gb Hard Drive/ 1400 watt surround audio system
Drummin
17 years ago
I would be concerned with the fuction of your map. Looking at your first image, the pathways going to your bases are labeled incorrectly. Because they're showing in green type, that says to us that you replaced the waypoint name with Flank1... Flank2.

Center1, Flank1 and Backdoor1 should be added in the space that says "Waypoint Path Labels:" found in the lower section of the waypoint pop-up window.

As you have one path into each base, Add all three of these names into the boxes in the "Label" area. Also check the direction of your pathways as well when redoing them so they go from CombatZone into your base.

I can't make out the "Areas" so just be sure each is named correctly, seperated and not over laping.
liltrey
  • liltrey
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17 years ago
Okay so would this



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or this



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be right

or both?
C&C Generals map Builder and Designer (In Training)

system specs: 19 in flat panel moniter/ 256 mb intel chipset family/ 1.8 duo core processor/ 1GB Ram/ 250gb Hard Drive/ 1400 watt surround audio system
Drummin
17 years ago
The bottom one really.
If there is no name for the waypoint, you could only have one without being a duplicate (Named) waypoint. So they should have the waypoint# in the name area and the pathway name in the label area. In your case, all three names as shown in the bottom image.
liltrey
  • liltrey
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17 years ago
ok cool now thats one thing i can check off my list of advices lol
C&C Generals map Builder and Designer (In Training)

system specs: 19 in flat panel moniter/ 256 mb intel chipset family/ 1.8 duo core processor/ 1GB Ram/ 250gb Hard Drive/ 1400 watt surround audio system
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
17 years ago

well thanks for the advice but right now i'm simply too lazy to change this map right now, there will be better ones on the way for i am a noob at this...

can you tell me any good things about the map? i mean you make it sound like it's bad, it doesn't look the best but it's fun to play i think...

liltrey wrote:



Well, currently, not yet, no. From an overall point of veiw from what I'm currently seeing, it is pretty decent, better than alot of what I've seen. I could say you have pretty interesting way of balancing things though, since you didn't opt to go with a symetrical layout like most people would.
UserPostedImage 
FunForceLT
17 years ago
I think that this map would be very fun too play if u can retuxture everything add some tress roads to the city add sidewalks make the time afternoon and i think i would be a very good afgan map dont be to lasy I made my first map like in couple of days but now having problems with adding waves and don't forget to add sounds and remove those cracs they destroy your map
fleetatks
17 years ago
First I'd like to say I liked the map, it was pretty original and fairly balanced considering all the unbalancing elements. The map just needs a couple more adjustments before it is accepted. With balance in mind, I've pointed out a couple problem areas with suggestions to fix them. First off is the city with the Nuke up for grabs. It is too easy for the top player (Especially if he's GLA) to capture the nuke and bunker in making the bottom player unable to reach it. To fix this, I suggest first removing some of the bunkers and making the gap bigger (Remove some of the mountain barrier) like so: UserPostedImage

Then I suggest Making the bottom player able to access it from his base by paving some of the mountain surrounding his base.
UserPostedImage

This will also help for the other player to have another attack route to his base incase he's taking advantadge of the bunkers in the narrow pathway. And to balance it out further, the top player will also need an alternate attack route, somewhere right here would be fine.
UserPostedImage

Again on the top player, his main/first attack route needs some adjustments. Remove a couple of the bunkers and move the bridge over so it is more centered with the gap.
UserPostedImage

The bottom player also needs an adjustment, make his path's bunkers more spread out, the green circles are where I suggest placing them.
UserPostedImage

That's it for the balance adjustments, there are only a couple more suggestions.

The supplys for the top player are bunched together, it would be better to have one dock on the left side of his base, and another on the right. That way the 2nd player will have more choices when planning an attack if he is focussing on hindering supplies. The same goes for the bottom player, move his oils to the bottom left corner of the map, this promotes base expansion and recquires more spread-out defenses.

The River was moving kind of fast, make it slower to give it a more natural look. If you need help finding out how to change the speed, I made a tutorial in the tutorials section of the forum.

The fence guarding the nuke wasn't lined up perfectly, I also suggest using a barrier that can't be erased by putting a building over it from afar with a dozer, such as a concrete wall or similar. Also, the BlackMarket was an alright Idea, but an oil Derrick would be better, and wouldn't give GLA players an upgrade advatnadge over other players.

The Textures are okay, but the mountains need to be fixed up with their textures, put a texture that blends with the ground and the mountains well at the base of the mountains to make them look better.

The City also needs to look better. The layout was like New York (Grid pattern layout) but the buildings were middle eastern. I suggest spending time to make it look more realistic and have the buildings all have a matching theme (Don't use buildings like urban-factory oil depots with a sand building city). Use brown roads and sidewalks to make the city look connected and, well, like a city and not a group of buildings. Remove the Civilian people as well, they don't add much realism if the city isn't already real.
Email me if you ever need help (edited signature November 6th, 2014)
icewind
17 years ago
I think Fleetatks is wright with most thing but I wouldn't add the way from the southern base to the city. This disadvantage for the southern player is balanced by the good defensive position.
I think the may idea behind this map is giving one player a defensive advantage and the other the advantage of the city.
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liltrey
  • liltrey
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17 years ago
ok cool thanks for the tips, i will adjust things since i have time on my hands but i'll make a small trail to the city only big enough for a line of vehicals instead of groups, i'll be done soon enough😉
C&C Generals map Builder and Designer (In Training)

system specs: 19 in flat panel moniter/ 256 mb intel chipset family/ 1.8 duo core processor/ 1GB Ram/ 250gb Hard Drive/ 1400 watt surround audio system