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CCCIII: Blistering Heatstroke [2]
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed May 22, 2013 12:08 pm    Post subject:  CCCIII: Blistering Heatstroke [2]
Subject description: Zero18's Entry: Joint 4th Place
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CCCIII: Blistering Heatstroke [2]
Zero18's entry: Joint 4th Place




Detail: Good work, you can tell that you have put a great deal of effort into detailing this map. Very pleasant to look at all round and excellent LAT, shore and very good cilff placement. As far as detailing goes, you've done a great job. Repetetive trees are a bit of a let down, but I understand that there aren't many of that type to use.

9/10

Layout: The map being very large could have benefited from having 2 or 3 players on each side of the river, but large 2 player maps are also good for tactical opportunties. Some good tech structure placement and a very balanced map makes the layout a good one. Your biggest (and really, the only) downfall is that bridges are the only way to access the other side via ground units. This can turn a map into a real camp-fest. All in all though, good job on the layout, I'm afraid the bridges have hurt your score though.

7/10

Lighting: The global lighting is, unfortunately, not to my taste. To create the feeling of a heatstroke however, you did a good job indeed. The best lighting factor in this map is the light post usage around the ore fields and the river, it looks fantastic.
My personal opinion would be to tone down the red lighting so that it isn't too strong and use more of an orange lighting instead, all in all though, still a good score.

8/10

Gameplay: Not much to say in terms of gameplay. The map plays very well, but the bridges being the only route for ground units to access the enemy lines is annoying when there are only two of them. The AI still plays well however, but once the bridges are destroyed, it's pretty much a camp-fest.

7/10

Triggers/Effects: This is what I like to see. A little bit of creativity. To emphasize the feel of a heatstroke, the map jams the radar every so often along with raising and lowering of the overall ambient lighting. Great job.
The map like so many others could have benefited from sound effects, but nevermind, you still acheived a great score.

7/10


Overall - 38/50

Well, there isn't much to say. A great map, probably could have benefited from some additional players due-to it's large size, but there is very little to complain about. This is one of the best I have seen from you and would like to see you continue mapping in the future. Good job. Smile



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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed May 22, 2013 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

The radar jam triggers rely on the fact that using, for an example, 'Americans' (United States) as a trigger owner makes the actions that rely on trigger owner affect the first instance and first instance only of that particular country while playing the map. For an example, if you play USA vs. USA on this map, only the first player gets their radar jammed while the second one stays unaffected.

Therefore I think that the triggers/effects score is tad bit higher than it should, but not that it matters anymore.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed May 22, 2013 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Should've used the Player @ A/B/C etc. houses instead.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed May 22, 2013 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Should've used the Player @ A/B/C etc. houses instead.


Action 139 Blackout Radar is applied to the owner of the trigger. Can't use the MP houses as a trigger owner.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed May 22, 2013 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, I wasn't aware. In this case, I'd have lowered the position of this map to 5th and kept Cesare's Oasis map in 4th, but the top 3 would remain the same anyhow so it's no big deal.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed May 22, 2013 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ugh.. bad cliffwork.. will cause pathfinding issues. 1x1 cliffs for the inner corners should've been used and there are few errors unrelated to those as well.

The atmosphere done by lighting is nice though.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu May 23, 2013 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fixed a few things:

- Cliff errors fixed.
- Removed code that should be left to the mod (like AI changes).
- Weather storm lighting is no longer bubblegum blue.
- Added river sounds.
- Removed unharvestable ore beneath ore drills.
- Fixed overlapping water tiles (minor but kinda visible if you're insane).
- New minimap which has gems as purple.
- Fixed Mirage Tank disguises.
- The solar flare which disables radar is now done via Ares radar jamming logic. This means the radar will NOT be disabled without Ares. It also disables Spy Satellites for the 1:30 the solar flare lasts.



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DaRkGlAcEoN
Rocket Cyborg


Joined: 13 May 2013
Location: Canada

PostPosted: Thu May 23, 2013 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome, Thanks OmegaBolt

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Thu May 23, 2013 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Fixed a few things:

- Cliff errors fixed.
- Removed code that should be left to the mod (like AI changes).
- Weather storm lighting is no longer bubblegum blue.
- Added river sounds.
- Removed unharvestable ore beneath ore drills.
- Fixed overlapping water tiles (minor but kinda visible if you're insane).
- New minimap which has gems as purple.
- Fixed Mirage Tank disguises.
- The solar flare which disables radar is now done via Ares radar jamming logic. This means the radar will NOT be disabled without Ares. It also disables Spy Satellites for the 1:30 the solar flare lasts.


Well, thank you for fixing my map. I guess.

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