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PostPosted: August 16th, 2005, 1:17 pm 
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Joined: April 24th, 2005, 8:21 pm
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Location: United Kingdom
Demon:

The ZST AI3 DLL works properly now and being that your map looks the same on 'medium' and 'high' Terrain detail settings (with only 1 texture on the whole map), I went and done some texturing so that anyone who plays the game on 'high' will be seeing the map a lot nicer
(it looks exactly the same as it did before on 'medium' and 'low' for this option)

Preview (with visrange set to 1000)
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PostPosted: August 17th, 2005, 8:06 am 
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Joined: December 17th, 2004, 11:19 am
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hmmmz i need to say thx and than again is it normal to mod otheres maps ?

Well i forgive ya :D i couldn't do it so thx

dcv2.... :cry: Beter give it a new name because i had DC whit a meaning but whit v2 on it das not fit.....

What for othere map had fishbone, is it a map mod whats it ?
Because it dasn't do shit if its difrent....

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PostPosted: August 17th, 2005, 8:28 am 
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Joined: April 24th, 2005, 8:21 pm
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well I didn't change anything, the map name is still DC but i just but DCV2 so the old one is still downloadable if you want... just delete that and rename DCV2 to DC if you wanna keep it
all I did was add textures and make AI3 work properly (you had it in there already but for some reason it wasn't loading) - it's same as normal otherwise :P
was np, had free time and no games up so... :D

btw: Fishbone's thing is Dune Command, which is a full mod...


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PostPosted: September 2nd, 2005, 4:24 pm 
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okej :)

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PostPosted: April 2nd, 2006, 9:58 am 
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Looks like a fine map.

The only thing that I could think of was the edge_path. Many dont like maps where you can hit the edge_path so close to base, and there isn't even a hill to seperate the edge_path from the passable terrain.

You should always have the edge_path away from the main area, but it's awfully close to the base and my guess is that many ships will get caught in that while doing base runs.


btw. are you using Remnant as your template map for all your maps? They look all similar to Remnant in design :D

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PostPosted: April 3rd, 2006, 4:32 pm 
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Looks a little bit dark, but as long as the ambient color is set high enough should be no problem.

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PostPosted: April 4th, 2006, 9:05 am 
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Quote:
They look all similar to Remnant in design

jup :D

and dont need to do the edge played some gg's on it and moost of the time you attack from the front :)

If i eddit more many peuple will go from the back dore and that is not what i whanted whit this map

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PostPosted: April 16th, 2006, 8:34 pm 
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Can I suggest you revise your FINAL status of this map, I thought the map was good, and I look forward to a proper game on it, however may I point out a few suggestions first:

Edge path needs to be altered, I strongly recommend not using REMNANT in future as a template because there is no terrain outside of that map to allow you to suitibly place an EDGE PATH. It is good practice to leave enough un-touched terrain outside of your map.

Colour around your pool is inconsistant with the colour of your pool, may I suggest you obtain the RGB of the pool and spray the surrounding area with that colour thus ironing out the square that really doesnt look very nice.

The edges of your map are showing WHITE colour and purtrude a square shape, may I suggest placing raised terrain here to mask this, you have this effect because you have made your map below the average terrain threshold.

I was in game and thought I would crank up the graphics, when I realised that they were set to MAX I was surely dissapointed with the textural asthetics, may I suggest applying textures that would be more apparent and pleasing to the eye.

Apart from the comments I have made above, the general lay-out of your map is fine but could most certainly do with the changes I have suggested.

cheers
mal

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PostPosted: April 17th, 2006, 10:23 am 
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moost of your comments are to hard for me i neer jused that edge and i dont know how to do this,..

Ill look in to it when i got some free time, coler on pools can be fixed.

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PostPosted: April 17th, 2006, 10:38 pm 
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Of all your maps, I think this is the best one.

I'm giving it a status of ORANGE, meaning it can be salvaged only if you do the following:
- Fix the edge_path, so scouts don't get stuck off-map...or get bounced back when they're in the base. Maybe move the hills closer?
- Too much loose all around.


Personally, I'd choose different extra-layer texturing. Basic texture is ok, but for hills and grass I'd use something else.

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PostPosted: May 5th, 2006, 12:22 pm 
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I was hoping you would finish this one Laguna. I don't see how we can release it with those things I mentioned unfixed.

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PostPosted: May 5th, 2006, 5:18 pm 
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Both Appel and I are fixing this for you Laguna because we feel it is good enough for the map pack.

We have only made a few small changes:

-Terrain resized.
-Edge Path increased.
-Pool colour blend.

cheers
mal

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I feast on tank's and cause havoc in a general way,
I have fought some violent battles and the slayer, did get to slay.
My nourishment in scrap form, was gained through pure ability,
I trapped 'em will a cheeky smile and natural bold callidity.

bz2maps.com


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