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Working on "Convulsion of nature" (First beta is out!!) 
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Joined: Wed Apr 14, 2010 4:34 pm
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Location: Finland
Post Re: Working on "Convulsion of nature"
I don't see a problem with that. The ceil5_1 border keeps it from clashing and contrast isn't exactly a bad thing.


Wed Mar 13, 2013 9:05 pm
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Post Re: Working on "Convulsion of nature"
So what's the status of this one ?


Sat Apr 13, 2013 6:33 pm
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Joined: Wed Jan 23, 2013 6:48 pm
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Post Re: Working on "Convulsion of nature"
Oops, totally forgot about this (-_-). Its at 90% done (only needs to place hitboxes, assign tags and decorate a little bit the easter zone of caves). Expect the new release in 2-3 days.


Sun Apr 14, 2013 12:09 pm
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Post Re: Working on "Convulsion of nature"
Cool. Keep up the good work :)


Sun Apr 14, 2013 12:19 pm
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Post Re: Working on "Convulsion of nature"
OK guys, back to work on this!. I really hope that with complex sloped architecture and some more tricks that I´ve learned this will be improved. Just a question, do I change the spawn room or do I leave it the same?


Mon Sep 23, 2013 8:53 pm
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Post Re: Working on "Convulsion of nature"
Great! It's up to you. But if you edit the spawn room, please make sure the classes are in the same order as ordinary maps.


Fri Sep 27, 2013 12:36 pm
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Post Re: Working on "Convulsion of nature"
I think I´ll edit it just to make it be uploaded to the server as soon as possible, but with the new style :twisted:


Sat Sep 28, 2013 9:46 am
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Post Re: Working on "Convulsion of nature"
New screenshot of the map!

Image

BTW, is anyone still developing this? Maybe Im just doing the map for nothing :?


Wed Oct 02, 2013 5:02 pm
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Joined: Tue May 22, 2012 11:35 am
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Post Re: Working on "Convulsion of nature"
Quote:
Maybe Im just doing the map for nothing

Zoido could add your map to map pack, and then it somehow will be uploaded to grandvoid/BE.


Wed Oct 02, 2013 7:31 pm
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Post Re: Working on "Convulsion of nature"
Anyone knows how much time does the crate spawner take to spawn the box? I want to add a special effect when it spawns at the generator.

Image

BTW, the map is completed, now its time for placing the hitboxes, add the tags and stuff.

"Layout"


Fri Oct 04, 2013 7:34 am
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Post Re: Working on "Convulsion of nature"
"ITS (partially) ALIVE!!!


Just some little bugfixing and place items before the release in 2-3 days!


Sat Oct 05, 2013 5:35 pm
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Post Re: Working on "Convulsion of nature"
Guys, first beta is out!

Link: http://www.mediafire.com/?4xpqjovxv4n205i


Sun Oct 06, 2013 1:47 pm
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Post Re: Working on "Convulsion of nature" (First beta is out!!)
Nice to see this map finished. I like how it detailed, especially open space.
As for weakness:
1. I'm afraid, that people will use just marked paths, players have no need go to the ledt/rifgt part of map.

2. Some part of map look too hard for my eyes - most caves looks similar, so I guess it'll be better to use some different/darker texture for walls.
3. It seems it will be difficult to infiltrate buildings - there are 2 entrances near each other - it will be easy to spam sandbags/mines/turrets to make them impassable.


Sun Oct 06, 2013 3:43 pm
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Post Re: Working on "Convulsion of nature" (First beta is out!!)
GoatSex wrote:
1. I'm afraid, that people will use just marked paths, players have no need go to the ledt/rifgt part of map.



Not really, taller mechs cannot pass through tiberium room so Im forcing them to take the longer path.

GoatSex wrote:
2. Some part of map look too hard for my eyes - most caves looks similar, so I guess it'll be better to use some different/darker texture for walls.


That´s my weak point when I make a map (not a huge texture variation). I´ll fix that when more people notice me some more things to improve.

GoatSex wrote:
3. It seems it will be difficult to infiltrate buildings - there are 2 entrances near each other - it will be easy to spam sandbags/mines/turrets to make them impassable.


Just like AOW15, but I think that people will spam some heavy classes (rockets, gauss gunner, etc...) to take down all that stuff.


Sun Oct 06, 2013 5:00 pm
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Post Re: Working on "Convulsion of nature" (First beta is out!!)
This map is so beautiful, you'll make me cry.

Since map is quite large I think some signage, lights or something to let players know which way they are going through the tunnels. And there might actually be too many paths. Will be easy to avoid confrontation.

I noticed flying around as orca got you stuck in some places.

I'd like this map to be added to GV asap.


Sun Oct 06, 2013 6:16 pm
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Post Re: Working on "Convulsion of nature" (First beta is out!!)
Possible music replacment, just check it, may be you'll like it.


Mon Oct 07, 2013 4:48 am
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Post Re: Working on "Convulsion of nature" (First beta is out!!)
I already heard it in ZPack, but the music wont change, sorry (there is a personal reason about it).


Mon Oct 07, 2013 10:09 am
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Post Re: Working on "Convulsion of nature" (First beta is out!!)
Oh I understand. Just have checked this - looks awesome. And it's darker than your map.


Mon Oct 07, 2013 10:18 am
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Post Re: Working on "Convulsion of nature" (First beta is out!!)
By the way, you have non working portals behind the base. You could make the same portal just for infantry to the red base in the left part of the map, and portal to the blue in the right part of the map. And (it will be cost much time) two stationar turrets to defend portals in the left/right part of map. In case of destruction turrets? it'll be replaced in some time interval.


Mon Oct 07, 2013 10:39 am
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Post Re: Working on "Convulsion of nature" (First beta is out!!)
Allright. This is now being played regularly. You've probably heard already but I thought I might note the feedback I've heard

* Music - lots of complaints first time. Haven't heard anything since. Personally I don't mind
* Repair Bay - doesnt work in any of the bases

Personal feedback
* Easy to infiltrate base buildings due to height differences in base ground, large doors and possibility to walk on building edges. Only building harder to infiltrate is the bar. Either you stick with this construct or you make adjustments on some. I think back door to WF could be removed or moved as you can throw C4 onto the MCT easily. Otherwise it's actually refreshing with new buildings and how to attack them. This only occured to me during play. I was also wondering if I can reuse your buildings on other maps?
* Few damage points on buildings? make them hard to destroy from the outside. This differs from other maps.
* Map might be unneccessary large. As Goatsex noted the outer tunnels aren't used that much.
* It is a bit hard to predict where you will end up when you choose the small tunnels. This you will learn of course but you could make changes in texturing here. Maybe one of the larger tunnels could stay brown themed and another could use gray textures to make them easy to distinguish.


Thu Oct 17, 2013 11:24 am
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