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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
Karma: 0
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Colonel |
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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
Karma: 0
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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 #21660] |
Wed, 21 May 2003 16:16 |
Afromn96
Messages: 123 Registered: April 2003 Location: USA, CA
Karma: 0
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Recruit |
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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
Karma: 0
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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...
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