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[ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4783: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - The Tribes2Maps.com Mapping Contest
Cyborg needs to make some minor fixes before releasing (although I'm sure he already knows this.)
stuff I noticed was
1. small spaces under main bases at edges
2. spawning under main bases. This happened to me several times.
3. no initial barrels in some of the turrets, rendering them harmless until someone pops a barrel in. I forget what the dynamic field is called, but all you need to do is add something like initialBarrelType = "plasma";
4. In some areas the tall terrain is poking through your outer wall.
Now for the important stuff. This map seems very ambitious. I like it. I have some recommendations you might not like, but IMO they will help the map realise its ambitions more appropriately.
This map is huge. Too huge, frankly. Players are dwarfed by it, and while you may want a very vehicle-centric style of play, I don't think you should obliterate the option of taking a heavy or a medium (or even a light without an e-pack) to the enemy base by placing it so far away. I'd say the distance between the flags could be halved, and all the other buildings arranged closer to eachother. I think the skyscrapers are surrounded by too much space empty, kind of defeating the purpose of building so high
Whether or not you move the buildings in towards eachother, I think the terrain should be adjusted. I think a really cool addition would be some VERY simple road textures layed out between buildings. More important than this, you need to provide a ski route for heavies somewhere IMO. perhaps around the outer wall, if you're reluctant to put hills in the city centre. At the moment the terrain seems to have been made using a very simple sine function, which hasn't yielded properly skiable terrain, and looks too artificial for me.
My final suggestion is colour. The brown reminds me deeply of Orwell's "1984", which, arguably, Equilibrium is a complete rip-off of - but adding shock splashes of colour will make it feel less dull, and the remaining brown more effective. By splashes of colour, I mean stuff like the airship screens. They look fantastic, and I'd splash more around on building sides; other animations, or plain FFs for decoration, but I'd use bits of green, blue, purple etc to liven things up.
Oh and one more thing. I think you should attribute your mission quote correctly, it was W.B. Yeats (1865–1939) who wrote "He Wishes For the Cloths of Heaven", not Equilibrium
"we are inside the enigma of death.
Few know real shadows, and all who feel the misery of frozenness are dark forever" - mr tagomi
I love this map's terrain. Love it love it love it. It looks great, nothing like the monotonous t2 terrains, which always felt monotonous whether they were spikey or full of rolling hills.
I don't think I have much to say about this map though. It seems ready for release, so I'd like to play it with some people soon
I know it's like having a beautiful meal and then demanding desert, but I'd really like to see some custom objects on this map. It would make it feel like a whole new experience, like (Os)iris was with the unusual buildings. But I appreciate the time it must have taken to get the map this far, and like I say, I think it's ready for release.
"we are inside the enigma of death.
Few know real shadows, and all who feel the misery of frozenness are dark forever" - mr tagomi
ya I was going to put afew turret barrels in the things. but i think there is enough time to put barrels in them before someone can get to the base.
I killed myself many times testing the spawn graph.. i never spawned under the building, just at the other guys base lol.
and i though i had got most of the big "enterable" edges around the bases.. o well.
and it is true that the terrain is artificial.. infact if you take off all of the buildings and relight it you can see that better. infact i will show you what i used in the hightfield image import thing..
Cause you are going to tell me. I think I stated that previously, but maybe not.
Just post the name of your map here, and then post your map to Tribes2Maps.com, I will link to all of them in the main post of this thread and the voting will commence.
Sfphinx
Tribes2Maps.com and TribalOutpost.com Admin
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