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			| Ramps for Con Yards [message #21524] | 
			Tue, 20 May 2003 16:29    | 
		 
		
			
				
				
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						gendres
						 Messages: 553 Registered: March 2003  Location: Monterrey, Mexico
						
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		| Aircraftkiller |   I've never seen a point to giving the Construction Yard ramps like the other buildings have... It's too large for flying maps in most cases.
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I agree 
 
But they look great!, keep up the good work and model something even better   
		
		
  viva Mexico cabrones 
~g
		[Updated on: Tue, 20 May 2003 16:32] Report message to a moderator  
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			| Ramps for Con Yards [message #21529] | 
			Tue, 20 May 2003 16:55    | 
		 
		
			
				
				
				
					
						  
						Afromn96
						 Messages: 123 Registered: April 2003  Location: USA, CA
						
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		its cool but there is lots of places 2 hide a beacon, that could be an advantage or a disadvantage, keep up the good work
		
		
  AFRO_MAN96 [wol names:Afromn96, sicilian69] 
"you mess with the fro you got to go" 
-Eddie Griffin
		
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			| Ramps for Con Yards [message #21641] | 
			Wed, 21 May 2003 14:47    | 
		 
		
			
				
				
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						Halo38
						 Messages: 955 Registered: February 2003  Location: UK
						
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		In terms of hiding beacons, both teams have a very simalar structure (um I thinks) so both teams have the same advantage. but having 2 floors to the conyard dosn't help also in locating beacons.
		
		
  Online Portfolio - www.chettle1.com 
 
Renegade projects - Halo38's Den hosted by www.laeubi.de  
 
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena 
 
Mod Wars Veteran
		
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			| Ramps for Con Yards [message #21655] | 
			Wed, 21 May 2003 16:09    | 
		 
		
			
				
				
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						NeoSaber
						 Messages: 336 Registered: February 2003 
						
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		| Halo38 |   having 2 floors to the conyard dosn't help also in locating beacons.
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Actually, I remodeled the interrior. Only one floor in my conyard.
		
		
  NeoSaber 
 
Renegade Map Maker at CnC Source 
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
		
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			| Ramps for Con Yards [message #21660] | 
			Wed, 21 May 2003 16:16    | 
		 
		
			
				
				
				
					
						  
						Afromn96
						 Messages: 123 Registered: April 2003  Location: USA, CA
						
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		It is alot harder 2 hide a beacon on the airstip then it is 4 the WF
		
		
  AFRO_MAN96 [wol names:Afromn96, sicilian69] 
"you mess with the fro you got to go" 
-Eddie Griffin
		
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			| Ramps for Con Yards [message #21683] | 
			Wed, 21 May 2003 20:17    | 
		 
		
			
				
				
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						NeoSaber
						 Messages: 336 Registered: February 2003 
						
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		| Aircraftkiller |   I wouldn't say you actually remodeled it... Just removed a floor. 
 
I advise you to make a new preset called mgcon_int_n or something similar... Using mgcon_int will be a problem because the Construction Yards I use in all of my maps are modified with a ramp instead of an elevator headed downward. No, it isn't SGT. May's fucked up ramp, but a new one I cut into the floor and made for it. 
 
If you want to use those interiors, go for it... You can grab all the necessary files from my Basin map, just credit me for the ramp. That thing took quite a while to install.  
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Well, it's a little more then just removing a floor. Not much more though.    I had to move the PTs and MCT to the upper floor and I moved some of the construction materials up to the upper floor as well. Lining up the MCT with its aggregates was a pain. 
 
I named the interrior mgcon_int_ns to avoid the problem you mentioned. When I was originally was working on it, I called it mgcon_int, and Level Edit kept using your interrior. Renegade must like you better.    
 
If I decide to go back to two floors, I'll go with your interrior. My concern with the two floors is difficulty for players to C4 the MCT. Only testing will figure out which way is better. Of course, with the time I take to make a map, it'll be at least a month before I get that far...
		
		
  NeoSaber 
 
Renegade Map Maker at CnC Source 
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
		
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			| Ramps for Con Yards [message #21697] | 
			Thu, 22 May 2003 00:13    | 
		 
		
			
				
				
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						NeoSaber
						 Messages: 336 Registered: February 2003 
						
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		I'm sure it works fine in Basin, I've played it plenty of times without any problem. I have a concern about the map I'm planning. It may or may not work well with the two floored conyard so I want to test it with a single floor conyard. Maybe I'm being paranoid, but as I was planning the layout for a map I started thinking about it.
		
		
  NeoSaber 
 
Renegade Map Maker at CnC Source 
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
		
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			| Ramps for Con Yards [message #21698] | 
			Thu, 22 May 2003 00:19   | 
		 
		
			
				
				
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						Aircraftkiller
						 Messages: 8213 Registered: February 2003 
						
	Karma: 1
 
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		Trust me, if it works in one map, it'll work in another. It's only one building; your entire base isn't made of two floored structures. 
 
It'll be fine. I guarantee it.
		
		
		
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