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 Forum index » Featured Projects » The Dawn of the Tiberium Age » Maps
Sandpit
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ReFlex
Cyborg Soldier


Joined: 18 Jul 2006
Location: Austria

PostPosted: Fri Apr 02, 2010 2:54 pm    Post subject:   Sandpit
Subject description: Small 2 Player Map
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Another day another map...



Huge:

http://www.huizkistn.at/rumplkistn/maps/cnc2/dta/sandpit.jpg


Download:

http://www.huizkistn.at/rumplkistn/maps/cnc2/dta/sandpit.zip
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Apr 02, 2010 3:08 pm    Post subject: Reply with quote

Looks bland and also only 2 tiny bridges leading to each base will inevitable lead to choke points and boring gameplay

I think you should allow some land access either side and also put more detail on the map
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ReFlex
Cyborg Soldier


Joined: 18 Jul 2006
Location: Austria

PostPosted: Fri Apr 02, 2010 4:02 pm    Post subject: Reply with quote

that is the point of the map.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Fri Apr 02, 2010 4:45 pm    Post subject: Reply with quote

Well I have to agree with Smiff, it's bland if anything. Looks like you left it unfinished.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Fri Apr 02, 2010 4:52 pm    Post subject: Reply with quote

The detail around the river area is fine, it's just the base areas that look really bland. Why doesn't anyone use the pebble set? #Tongue
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Fri Apr 02, 2010 5:02 pm    Post subject: Reply with quote

You could also add some cliffs near the base area.
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Apr 02, 2010 6:32 pm    Post subject: Reply with quote

ReFlex wrote:
that is the point of the map.


Hmm ok if two tiny choke points is the idea in the map then fine, but i would edit the bottom tiberium area, as the top player can use long range units (especially in Enhanced Mode) to fire continually at harvesters. The top player will not have this problem as the tiberium does not go down that far Smile

but tbh i would add a land bridge either side too or in the middle (maybe a central tiberium field could be interesting?) but its totally up2 u
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ReFlex
Cyborg Soldier


Joined: 18 Jul 2006
Location: Austria

PostPosted: Mon Apr 05, 2010 1:36 pm    Post subject: Reply with quote

UPDATE!

Please reload...
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Mon Apr 05, 2010 1:43 pm    Post subject: Reply with quote

MUCH better. Though the choke points remain...
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Lin Kuei Ominae
President


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 05, 2010 2:19 pm    Post subject: Reply with quote

That looks really good and well detailed.
I actually like the 2 choke points, but i can also see the point in adding some more land access.
How about making the map a lot wider to the left and right and then add far away on the east and west border a much bigger passage over the river. This way the player can decide if he wants to use the dangerous but near choke points or the much farther away but bigger passage.

You could this way also add some more tiberium fields as the one field for each player isn't very much.
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Bittah Commander
General


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Apr 05, 2010 2:19 pm    Post subject: Reply with quote

Much better indeed, although I do agree the choke points might make the map a bit annoying to play on.
Another thing I noticed (Toxic Passage has the same issue as well) is that in some places you placed too many impassable cells and in others places too few.

Just view one of DTA's original maps in marble madness mode and compare it with yours to see what I mean...
Also, destroyable terrain objects (these are always single trees) should never have impassable cells under them.
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