Posted: Wed May 22, 2013 12:08 pm Post subject:
CCCIII: Lonely Paradise [5]
Subject description: Mevitar's Entry: 5th Place
CCCIII: Lonely Paradise [5] Mevitar's entry: 5th Place
Detail: LoL. Just. LoL. The first time I glanced through this map, I didn't notice anything out of the ordinary. The second time, well, there is a valid reason for the maps name. It is difficult to create such a map along with some excellent detailing work, but it has been done. Great usage of LAT's and cliff-work and of course, some extra points for creativity. Only thing that bothered me was repetetive shores here and there, but otherwise: Woo.
8/10
Layout: Again, if a maps intention is to look like something overhead, then it can be hard to also create a good layout for the map, but it has been done well here. The maps layout appeares to be a 1 VS 4 scenario due-to the Yuri Statue placement but because of the various routes and chokepoints, it can work in many other options.
8/10
Lighting: The lighting is... vibrant in places, which spoils it a little bit for me. Globally it's nice, and while I appreciate the attention to detail around the ore and gems, it is simply too vibrant in places, however, again, I assume it has been done intentionally to emphasize the shape of the map itself
6/10
Gameplay: The maps gameplay takes advantage of giving the players pre-placed structures and reinforcements (Player at A, at least). I like this in a map, only if it is done sensibly and for the most part, if this is a one vs all game, then yes, it's good.
There is a very wide selection of structures to capture around the map which adds to the tactical opportunities. For the most part, I had good fun on this one.
8/10
Triggers/Effects: As mentioned above, The map takes advantage of giving players some pre-placed sturctures, but other than that, the map lacks much else in terms of triggers or effects. Sound effects can really help to add atmosphere to a map, it's a shame there weren't any added to this one. Still, the triggers added an extra bit of fun-factor to this map.
4/10
Overall - 34/50
If there was a score for minimap creativity, you'd have scored 10/10. The map is a fun one to play and a pretty (and humerous) one to look at. The lighting and lack of atmospheric triggers have had the biggest effect on lowering your overall score, but non-the-less, another great map to play!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu May 23, 2013 11:19 am Post subject:
You don't know Arch La Indigo, do you? _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
And another balance update. I thought the last change was enough, but it still proved to be difficult for the top player to defend miners in early phase of the game, so i made additional changes.
Some might be annoyed that i'm changing it again, but i want my maps to be balanced, and since i changed it for my mod, i might as well post it for everybody else.
Lonely Player gets an additional Tech Powerplant (so less worries about power)
you can now build stuff near the Tech Powerplants (so you don't have to basewalk that much - of course you can still add more structures if you think that's not enough for your mod )
moved some structures to make miners easier to defend for the Lonely Player
alone_v3.rar
Description:
final balance update, i won't post other changes i make for this map :P
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