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Forgotten Gulch - Map Entry

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Jun 5, 2010
Messages
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185
Forgotten Gulch - Map Entry (UPDATED - 21/06/2010)

Hey!

This should now be the final version, hopefully! :)

Enjoy!

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looks nice ;)
 
good job
there are just a hand full of maps which are really looking great, with good textures, well choosen objects and nice details.
Even if EA made it easier to have a well textured map by adding textures wich are also good looking on a wide area, it's always cool to see some people using their fantasy to add detailed 'sights' on maps like the tiberium hills or the dump.
 
Hey, thanks a lot.

I was worried that C&C 4 don't have that many players, was a bit sad when I noticed almost nobody downloaded my map. I did almost 2 weeks of work to finish this map, so I surely hope everyone who downloads it are enjoying it! :)

And a nice thing that we have awesome AI's in C&C 4, makes Skirmish games so much fun with all the great custom maps.

PS: Is it okay if I speak English btw, I presume most people here speak Germany?
 
its ok that you speak english. its a litlebit hard to translate it, but its ok.
 
I did study Germany a lot in school, unfortunately the hardest part for me was to write in Germany. However, I understand almost 90 % of everything written here, so it's at least okay to answer back to me in Germany :D
 
Cause of the fact that this is a german board, well, of course, most of the users speak german :D
But thats no problem, I think most of them also understand you.
But great to read you are able to understand german, too
 
Very interesting map, that have potential!

The north and southpassage and the bypasses to the green tib are not symmetrical. After one game I dont know if this is an advantage for one of the two parties.

The only one, what thought-provoking me after playing, is the blue Tib, that is to closely to the uplinktower. It is no way to steal it from the opponent, because he can save it to fast in uplinkzone.

Sorry for my bad english.
 
EDIT:

Wow, I completely read your comment wrong. I have now redesigned my map INCORRECTLY. I have made the GREEN tiberium area larger :/

Hmm... but hopefully this is just for better gameplay... I'll look into the blue tiberium spawn as well while I'm at it.

PS: My design for the passages (gulch) was to make the under passage more to the GDI advantage, while the upper passage was supposed to be more for Nod. But I don't think they are game-breaking though...
 
Have i understand it correctly, you have a new version and it is new uploaded in your first Post?
 
Nein, I'm am currently editing the old map. :)
I have not yet uploaded this 'new' version.
 
Bump!

Now I have updated the map... couldn't come up with much to make the blue tib path longer, but I tried to put pipes in-between and made the uplink little longer away.

I also added in 2 new ramps, and fixed some issues with the other ramps, so Crawlers should move more smoothly now. :)
 
I like the changes and I think the pipe gives GDI just as long a path to take to the gulch as nod does :)
 
The changes at the blue Tib are very well. I think the Map is really nice. Nice atmosphere und good balancing. We need to test it now in an 3vs3 fight with good players. hope i can realize that.
 
The changes at the blue Tib are very well. I think the Map is really nice. Nice atmosphere und good balancing. We need to test it now in an 3vs3 fight with good players. hope i can realize that.

w0rd.
This map is atm my personal favorite. :)
 
Good to hear you guys like the map. :)

Is there anything else I should edit? Or is it good like this how it is right now?
 
Nice map!I played it 3v3 against ai and 1v1. Its a really good map for 1v1.
Not that big and it looks really good.

Im going to play it more often :)
 
I played the Map during the Tournament and I have to say:

For Nod the ways to the blue Tib are a little bit longer then for GDI. A GDI Hunter is faster then a Nod Avenger and the Avenger and the Hunter have the same Movingspeed.

Also the Way to the own green Tib is ways longer for Nod then for GDI. GDI gets there green Tib much earlier then Nod. You can see this if you look at the minimap!

I think the map wasn`t supposed to be fully symmetrical, but the tib spots should be an must be set balanced.

Also the passages between the mountains are to small that a crawler can walk through. I don`t know this is supposed to be, but if not, you should to fix it please.

The passages not the importent, but the Tib-spots have to be fixed. Hope you work on it, its a great map.
 
You do realize I would need to re-design the mountains in this case if the tibs are moved, which I won't have time to do in one day, would need several days for this to make them fully symmetrical.

And I have played this map versus the AI like 50 times and they always move their Crawler through the passages... they should be big enough. Not really sure what you mean by this. :S

And any ideas how I can count the placement positions for the Tiberium in Worldbuilder? If they need to be exactly the same amount of pixels from the spawn... it feels to be impossible to make them symetrical, as you can't even copy paste the spawns, you need to manually build each spawn from scratch.

But I'll see what I can do then...
 
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