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Forest Fires
Moderators: Dawn of the Tiberium Age Staff
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Nov 25, 2014 2:26 pm    Post subject:  Forest Fires
Subject description: By me
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Forest Fires was one of the most popular original Tiberian Sun maps online, so I decided to remake it for DTA.

Unlike my other map remakes, this one has the exact same scale as the original version.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 25, 2014 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Among all the other work you do, you still find time to map!? impressive.
Also nice map you made there.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Nov 25, 2014 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah the original version of this map brings back memories
Nice work!

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Nov 25, 2014 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I actually already did most of the work a while ago, but I had to finish the paved roads before I could finish the map itself.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 25, 2014 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are ships allowed to be build?
If not would you mind if someone at some point in future makes this map bigger so it can be used as naval map?

Is it possible to give the players a new construction option later in a game via triggers?
e.g. at first you can't build naval yards, then after a while the map becomes bigger giving more water areas, and then each player gets a dummy unit/building via the spawn houses which is used as prerequisite for naval yards.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Nov 25, 2014 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Are ships allowed to be build?

Most players are way too far away from the water, so no.
Lin Kuei Ominae wrote:
If not would you mind if someone at some point in future makes this map bigger so it can be used as naval map?

I personally don't think it'd really go well with the "Forst Fires" theme.

Lin Kuei Ominae wrote:

Is it possible to give the players a new construction option later in a game via triggers?
e.g. at first you can't build naval yards, then after a while the map becomes bigger giving more water areas, and then each player gets a dummy unit/building via the spawn houses which is used as prerequisite for naval yards.

That is indeed possible if you use the Change House trigger action.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Nov 27, 2014 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I decided to replace the 25% size map preview image with a 50% size one to make some of the new terrain that was added for DTA 1.13 better visible (your browser might still display the 25% size image because it still has it in its cache, so try refreshing if that happens).

You can see the following new terrain on this map:
  • Rocks, converted from the regular desert theater
  • TS civilian structures
  • The rough ground LAT
  • Pavement (available for all theaters)
  • And of course paved roads (also available for all theaters)

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Nov 27, 2014 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

This is more like Bush Fires than Forest Fires. #Tongue

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Nov 27, 2014 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Blame Westwood; the name and the (low) amount of trees on the map was their idea Razz

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Colos
Vehicle Driver


Joined: 12 Nov 2014

PostPosted: Wed Dec 10, 2014 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Is this the only map with destroyable bridges? Will there be more like it in the future?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Dec 10, 2014 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

If not would you mind if someone at some point in future makes this map bigger so it can be used as naval map?

It'd actually look a lot like A Path Beyond, I'd wager.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 10, 2014 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

oh wow, now that you mention it, it does indeed look like a smaller version of A Path Beyond.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Dec 10, 2014 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Colos wrote:
Is this the only map with destroyable bridges? Will there be more like it in the future?

A Path Beyond has destroyable bridges as well. As for the second question, it's likely there will be, but mapping takes time.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 20, 2014 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

There is a small bug above start loc 5.
A tiberium patch is on a cliff, which makes harvester get stuck there. The tiberium on the northern of the 2 south-west cliff corners.

The 2 tib fields for loc 5 and 6 are also problematic, when the stupid harvs rather drive to the other field, since the field for loc 5 is closer to 6 and the field for loc 6 is closer to 5.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Dec 20, 2014 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, I fixed it. I can't do much about the harvester behavior though; the positions of the tiberium fields are the same as in TS, which most likely had the same issue and it's not unusual to have to direct your harvesters where to harvest anyhow.

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