Max-o-l
  • Max-o-l
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15 years ago
Hello everyone,


i have been making some maps the last few days. and this one is almost finished. however i have a few bugs in it and i just wanted someone to criticize my work. about the use of textures, the transitions between them and overall grooming.
i would appreciate it very much


Thanks in advance,


Max Lopes Cunha   Final FortressV2.zip (316kb) downloaded 5 time(s).
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zergswarms
15 years ago
I downloaded and am playing it as I type this. Off the top of my head I have a couple things to mention.

First of all, it's a very cool mountain. Probably one of the coolest I've seen in ZH. The geography is great. I really like the little waterfall thing in the upper-right hand corner of the map. I like the placement of some of the bridges where it looks like they have been the victim of an avalanche. Geographically the map is very cool, but there are some balance issues as well as some minor inconsistencies (in some areas, it is snowing but there is no snow on the ground. Very, very, very minor issue.)

I like the idea of having one player defend it and another attack it. It's a great concept, but there needs to be several things taken into consideration when executing it.

Around the base of the mountain, you have a path that begins the scale upwards. At one point around the base, you have it become extremely narrow. So narrow that even the smallest of vehicles may only move single file.

You gave the mountain starting position two Supply Docks with full resources, and the other starting position has a few crates. Right off the bat, the mountain player has an advantage over the one who starts on level ground. With that automatic advantage, the greatly increased supply caches of the mountain player is a major imbalance. To achieve a better balance (if that is your aim) you might consider switching who gets what. Give the lowlands player the two Supply Docks and the mountain player the crates and the Oil Derrick. The lower base needs the resources, especially if they are GLA since the GLA has no air force. It will be virtually impossible for a GLA to crack a USA defense matrix on the mountain when they have greatly inferior resource availability. The one ramp to the top is going to present issues as well.

The placement of the Artillery Platforms is questionable. It's difficult to see them ever taking part in a battle. The other tech buildings, like the Repair Pads in the bottom right corner, aren't going to see much (if any) use.

The bottom left-left hand corner of the map is largely unused, and the ground level player could certainly use the help of an ally. Perhaps consider adding a player or two, it would make things much more balanced.

I came across a bug while playing. Here's what the alert was onscreen at different times. "Missing Script: TankRank2", "Missing Script: TankRank4", and "Missing Script: TankRank5".

I have not been able to figure out the five Particle Cannons and the ICBM. I assume they are neutral structures, but where are they and who gets them?

Anyways, you have a good concept going here and a very neat map. Keep up the good work!

(I know you didn't ask for balance critique...but I figured it wouldn't hurt if I threw it in there.)

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Max-o-l
  • Max-o-l
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15 years ago

First of all, it's a very cool mountain. Probably one of the coolest I've seen in ZH. The geography is great. I really like the little waterfall thing in the upper-right hand corner of the map. I like the placement of some of the bridges where it looks like they have been the victim of an avalanche. Geographically the map is very cool, but there are some balance issues as well as some minor inconsistencies (in some areas, it is snowing but there is no snow on the ground. Very, very, very minor issue.)

ZergSwarms wrote:


thanks, i'm happy you liked it. 😁



Around the base of the mountain, you have a path that begins the scale upwards. At one point around the base, you have it become extremely narrow. So narrow that even the smallest of vehicles may only move single file.

ZergSwarms wrote:


is has been fixed now, I thought it was broad enough until I compared it to a overlord. 😉


You gave the mountain starting position two Supply Docks with full resources, and the other starting position has a few crates. Right off the bat, the mountain player has an advantage over the one who starts on level ground. With that automatic advantage, the greatly increased supply caches of the mountain player is a major imbalance.

ZergSwarms wrote:


i was aware of that, i just placed some extra cash above so i could test my map faster, it will only have crates, above, and then a supply dock somewhere beneath. there are trigger areas that unlock stuff in favor of the player...or the opposite. to test that i had to quickly build units to test it.


To achieve a better balance (if that is your aim) you might consider switching who gets what. Give the lowlands player the two Supply Docks and the mountain player the crates and the Oil Derrick. The lower base needs the resources, especially if they are GLA since the GLA has no air force. It will be virtually impossible for a GLA to crack a USA defense matrix on the mountain when they have greatly inferior resource availability. The one ramp to the top is going to present issues as well.

ZergSwarms wrote:


it will be balanced more, i first want the map working, then i'm going to test it with other people and i will then balance any issues left, thank you for the criticism, i will fix it.
about GLA, don't forget about the train, put in a worker, transport it to the isolated place and


The placement of the Artillery Platforms is questionable. It's difficult to see them ever taking part in a battle. The other tech buildings, like the Repair Pads in the bottom right corner, aren't going to see much (if any) use.

ZergSwarms wrote:


watch the script folder, when a unit moves into a hidden area(OpenPassageArea),the passage near the attackers base will open, providing direct access to the defenders base, however the cannons are invulnerable, to destroy them, you first must destroy NuclearFuelTank building (look under the lowers bridge 😃 ) and the cannons will be destroyed, providing easy access.
if it is planned accordingly it will provide a good chance to break through the defenses. the walls with the artillery platforms are placed their to disable the defender from tanking that position too much (if i was just a cliff, he could place defenses all over the place and the walls would be impossible to break through).


The bottom left-left hand corner of the map is largely unused, and the ground level player could certainly use the help of an ally. Perhaps consider adding a player or two, it would make things much more balanced.

ZergSwarms wrote:


in WB remove the 2 walls in the ''unused'' area, you will see a prize there. also remember the defender hasn't got much space on top of the mountain.


I came across a bug while playing. Here's what the alert was onscreen at different times. "Missing Script: TankRank2", "Missing Script: TankRank4", and "Missing Script: TankRank5".

ZergSwarms wrote:


you where playing as tank general? i imported a more challenging CPU.or it can be because of the mod i use, did you also get errors when opening the map in WB, about missing units like CybramerikaMechFafnir. artillery caller and so on? in the down-left corner where the attacker starts, are their (out of the border) 8 larger power plants? if not, it's because of the mod. i will fix it soon and release a map specially for vanilla ZH. also do you have a lag when playing this map? i have but i could be due to my crap dell i have now...
should get a new one soon (see sig😁)


I have not been able to figure out the five Particle Cannons and the ICBM. I assume they are neutral structures, but where are they and who gets them?

ZergSwarms wrote:


the 5 particle cannons have to fire at a special position, constantly, to create a barrier at the narrow place you talked about.



_________________________________________________________
A soldiers task is not do die for his country but to make the other bastard die for his...
System to come...
Core i7 930
Corsair Dominator 1600-6GK
Corsair HX850
ASUS Rampage III Extreme
ATI HD5870
ASUS Xonar 1.03 HDAV
Logitech X-540
Coolermaster Sentinel Advance
COSMOS S
Samsung P2770HD
Western Digital WD6402AAEX
+Custom watercooling
yay to mapping!