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Mediterranean Map [message #456400] Thu, 29 September 2011 20:21 Go to next message
zunnie is currently offline  zunnie
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http://www.moddb.com/mods/tcw/

This map will be somewhat bigger than i am used to make. The bases
are split in two and reside on seperate tropical islands connected
by bridges. There will be teleporter objects in the bases to quickly
teleport to the other end of the map.
For now it will be WF's, which i may replace at a later time with the Airfields.



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[Updated on: Sat, 01 October 2011 15:11]

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Re: TCW_Bridge_Galore *wip* :) [message #456406 is a reply to message #456400] Thu, 29 September 2011 22:53 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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A textured wip shot:


Smile


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Re: TCW_Bridge_Galore *wip* :) [message #456410 is a reply to message #456400] Fri, 30 September 2011 02:57 Go to previous messageGo to next message
NACHO-ARG is currently offline  NACHO-ARG
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ho this look nice, havent seen a map like this stile before, make sure to added a good and realistic effect to the water, also it would be cool to have air units here, just a sugestion.
Re: TCW_Bridge_Galore *wip* :) [message #456450 is a reply to message #456400] Fri, 30 September 2011 14:06 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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can the ranged units shoot all the way across the water to the enemy bases?

liquidv2
Re: TCW_Bridge_Galore *wip* :) [message #456451 is a reply to message #456400] Fri, 30 September 2011 15:04 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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No the Juggernaut can shoot far but not that far Wink Razz
I'm touching up the map a bit, and placing some more trees and rocks and texture variation Smile
Will post a new pic soon Smile


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Re: Mediterranean Map [message #456459 is a reply to message #456400] Fri, 30 September 2011 16:43 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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I renamed the map to Mediterranean:

It is pretty much final, only thing i may change is the water:
http://www.zunnie.net/tcw/img/tcw_mediterranean_final.png


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Re: Mediterranean Map [message #456461 is a reply to message #456400] Fri, 30 September 2011 17:33 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Looking really symmetric at the moment, you can take a look at Islands in w3dview for some ideas to make it look less symmetric, I'd also extend the water itself a bit (although I don't know the draw distance and fog settings you'll be having on that map). Other than that you'll just need to refine the map with additional texture work, hilly terrain and some objects like rock and Tiberium stuff placed here and there.

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
Re: Mediterranean Map [message #456470 is a reply to message #456400] Fri, 30 September 2011 21:39 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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We testplayed it for a few hours now, the map is great Very Happy

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Re: Mediterranean Map [message #456473 is a reply to message #456400] Fri, 30 September 2011 23:46 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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C&C3 maps were all really symmetrical anyway, so I don't think that's a bad thing.

The annoying thing is the plopped trees and pretty uninspired environment design in general. I'd offer to help with this, but but I'm not really in a position to help (And I tend to completely lose track of what I was doing and then procrastinate horribly).


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Re: Mediterranean Map [message #456475 is a reply to message #456473] Sat, 01 October 2011 00:03 Go to previous messageGo to next message
sla.ro(master) is currently offline  sla.ro(master)
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doesn't look like a realistic water

here is a example of a realistic water made by me
index.php?t=getfile&id=13801&private=0

the textures, shapes aren't realistic too

ps: your map looks cartoonish, C&C 3 maps doesn't.


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Developer of LuaTT
Re: Mediterranean Map [message #456476 is a reply to message #456475] Sat, 01 October 2011 00:16 Go to previous messageGo to next message
Mauler
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sla.ro(master) wrote on Sat, 01 October 2011 01:03


the textures, shapes aren't realistic too
ps: your map looks cartoonish, C&C 3 maps doesn't.


I would like to see your amazingly detailed maps Sarcasm
Re: Mediterranean Map [message #456479 is a reply to message #456476] Sat, 01 October 2011 00:26 Go to previous messageGo to next message
sla.ro(master) is currently offline  sla.ro(master)
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Mauler wrote on Sat, 01 October 2011 10:16

sla.ro(master) wrote on Sat, 01 October 2011 01:03


the textures, shapes aren't realistic too
ps: your map looks cartoonish, C&C 3 maps doesn't.


I would like to see your amazingly detailed maps Sarcasm



at least my maps have non-cartoon textures Razz


Creator of Mutant Co-Op
Developer of LuaTT
Re: Mediterranean Map [message #456481 is a reply to message #456400] Sat, 01 October 2011 00:33 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Quote:

How to Critique and Write about Art

The following steps—description, analysis, interpretation and evaluation— are the steps in a formal critique. It is called the Feldman method. It is an established critique method that has been used by students and professionals alike for over 50 years.

Please respond to the following sections in paragraph form, using complete sentences. Use the questions provided as a guide to provide you with information for your paragraphs.

Describe

This stage is like taking inventory. You want to come up with a list of everything you see in the work. Stick to the facts. Imagine that you are describing the artwork to someone over the telephone.

List

Name of artist, title of work, and gallery or location of artwork.

If this is an in-class critique of your own or another student's work, simply list your own or their name. For example, "This is a critique of my self-portrait" or "This is a critique of Art See's self-portrait."

Note First Impression

Make a note of your first spontaneous reaction to the artwork. By the end of the process you may understand your first impression better or you may even change you mind. There are no wrong answers.

Analyze

Try to figure out what the artist has done to achieve certain effects. You should refer to your first impressions and try to explain how the artwork achieves that reaction.

Q. Use the vocabulary you learned in class. For example, if you're looking at a chain-link graphic, you learned reversals, transparency, complementary or analogous color, etc.

Q. How are the elements of art (color, shape, line, texture, space, form, value) and the principles of design (balance, contrast, emphasis, movement/rhythm, unity, variety) used in this artwork?

Q. What do you notice about the artist's choice of materials?

Q. What grabs your attention in the work? Refer to your first impression.

Q. Do you see any relationship to the things you listed during the description stage?


Interpret

Try to figure out what the artwork is about. Your own perspectives, associations and experiences meet with "the evidence" found in the work of art. All art works are about something. Some art works are about color, their subject matter, and social or cultural issues. Some art works are very accessible — that is, relatively easy for the viewer to understand what the artist was doing. Other works are highly intellectual, and might not be as easy for us to readily know what the artist was thinking about.

Q. What is the theme or subject of the work? What mood or emotions does the artwork communicate?

Q. What is the work about; what so you think it means?

Q. Why do you think that artist created this work?

Q. What do you think the artist's view of the world is?

Evaluate

This is a culminating and reflecting activity. You need to come to some conclusions about the artwork based on all the information you have gathered and on your interpretations.

Q. Have your thoughts or feelings about the artwork changed since your first impression? If so, how? What made you change your mind?

Q. If not, can you now explain your first reaction to the work?

Q. What have you seen or learned from this work that you might apply to your own art work or your own thinking?


You can easily apply this methodology to critiquing work developed for games, especially for Renegade. Try it next time. You'll get a positive response and I personally guarantee the forum won't generate negative comments toward you.

[Updated on: Sat, 01 October 2011 00:38]

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Re: Mediterranean Map [message #456483 is a reply to message #456481] Sat, 01 October 2011 00:37 Go to previous messageGo to next message
sla.ro(master) is currently offline  sla.ro(master)
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Aircraftkiller wrote on Sat, 01 October 2011 10:33

Right, they're just stolen from other games. By the way, if you wanted to show some professionalism: try critiquing his work instead of simply bashing it because you got forced out of the project he's working on.

Here, try this next time:

Quote:

How to Critique and Write about Art

The following steps—description, analysis, interpretation and evaluation— are the steps in a formal critique. It is called the Feldman method. It is an established critique method that has been used by students and professionals alike for over 50 years.

Please respond to the following sections in paragraph form, using complete sentences. Use the questions provided as a guide to provide you with information for your paragraphs.

Describe

This stage is like taking inventory. You want to come up with a list of everything you see in the work. Stick to the facts. Imagine that you are describing the artwork to someone over the telephone.

List

Name of artist, title of work, and gallery or location of artwork.

If this is an in-class critique of your own or another student's work, simply list your own or their name. For example, "This is a critique of my self-portrait" or "This is a critique of Art See's self-portrait."

Note First Impression

Make a note of your first spontaneous reaction to the artwork. By the end of the process you may understand your first impression better or you may even change you mind. There are no wrong answers.

Analyze

Try to figure out what the artist has done to achieve certain effects. You should refer to your first impressions and try to explain how the artwork achieves that reaction.

Q. Use the vocabulary you learned in class. For example, if you're looking at a chain-link graphic, you learned reversals, transparency, complementary or analogous color, etc.

Q. How are the elements of art (color, shape, line, texture, space, form, value) and the principles of design (balance, contrast, emphasis, movement/rhythm, unity, variety) used in this artwork?

Q. What do you notice about the artist's choice of materials?

Q. What grabs your attention in the work? Refer to your first impression.

Q. Do you see any relationship to the things you listed during the description stage?


Interpret

Try to figure out what the artwork is about. Your own perspectives, associations and experiences meet with "the evidence" found in the work of art. All art works are about something. Some art works are about color, their subject matter, and social or cultural issues. Some art works are very accessible — that is, relatively easy for the viewer to understand what the artist was doing. Other works are highly intellectual, and might not be as easy for us to readily know what the artist was thinking about.

Q. What is the theme or subject of the work? What mood or emotions does the artwork communicate?

Q. What is the work about; what so you think it means?

Q. Why do you think that artist created this work?

Q. What do you think the artist's view of the world is?

Evaluate

This is a culminating and reflecting activity. You need to come to some conclusions about the artwork based on all the information you have gathered and on your interpretations.

Q. Have your thoughts or feelings about the artwork changed since your first impression? If so, how? What made you change your mind?

Q. If not, can you now explain your first reaction to the work?

Q. What have you seen or learned from this work that you might apply to your own art work or your own thinking?


You can easily apply this methodology to critiquing work developed for games, especially for Renegade. Try it next time. You'll get a positive response and I personally guarantee the forum won't generate negative comments toward you.


if i would criticize his work, he would remove my post..

i let you criticize his map Smile


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Developer of LuaTT
Re: Mediterranean Map [message #456484 is a reply to message #456400] Sat, 01 October 2011 00:39 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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You showed a Renegade water texture, but it lacks the bump mapping shader and the material definitions required for it to look "semi-realistic" or even "realistic" by your own admission. That scene you're showing would require a lot of work to be game-ready or look like anything being made for current games (or even look up to par with Renegade's standards, 2002-era). I can understand what you were attempting to do, creating a bridge with some water running underneath it, but it lacks the subtle details that make a bridge look like a bridge.

The textures are stretched, the water doesn't have any kind of "movement" to it - the texture is perfectly straight and has no distortion where it would be flowing around the bridge.

Your bricks are also rather dull due to the fact that you're relying on the texture to show the details, rather than attempting to break up the tiling by modeling in some bricks yourself. The bricks on top of the lower bricks are stretched. The UVs were not laid out correctly, so they look bunched up and unnatural. You could fix this by making the texture scale proportional to the size of the object.

By the way, if you wanted to show some professionalism: try critiquing his work (Like I did with you) instead of simply bashing it because you got forced out of the project he's working on.

I have my own set of issues with Zunnie's work, but let's focus on you for now.
Re: Mediterranean Map [message #456486 is a reply to message #456483] Sat, 01 October 2011 00:43 Go to previous messageGo to next message
Mauler
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Zunnie you are doing a good job, but i feel that the maps are being rushed and not being developed properly and/or long enough tbh..
Re: Mediterranean Map [message #456487 is a reply to message #456484] Sat, 01 October 2011 01:02 Go to previous messageGo to next message
sla.ro(master) is currently offline  sla.ro(master)
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Aircraftkiller wrote on Sat, 01 October 2011 10:39

You showed a Renegade water texture, but it lacks the bump mapping shader and the material definitions required for it to look "semi-realistic" or even "realistic" by your own admission. That scene you're showing would require a lot of work to be game-ready or look like anything being made for current games (or even look up to par with Renegade's standards, 2002-era). I can understand what you were attempting to do, creating a bridge with some water running underneath it, but it lacks the subtle details that make a bridge look like a bridge.

The textures are stretched, the water doesn't have any kind of "movement" to it - the texture is perfectly straight and has no distortion where it would be flowing around the bridge.

Your bricks are also rather dull due to the fact that you're relying on the texture to show the details, rather than attempting to break up the tiling by modeling in some bricks yourself. The bricks on top of the lower bricks are stretched. The UVs were not laid out correctly, so they look bunched up and unnatural. You could fix this by making the texture scale proportional to the size of the object.

By the way, if you wanted to show some professionalism: try critiquing his work (Like I did with you) instead of simply bashing it because you got forced out of the project he's working on.

I have my own set of issues with Zunnie's work, but let's focus on you for now.


thats criticize for 'C&C_Enterway', who was a wrong map (name, too big for Ifantry only, etc.)

i made a new map, called 'C&C_Entryway", who doesn't have DOOM Textures, but concept is based on DOOM 2's first map.

here is my map, play it and tell me whats wrong with it, so i can fix it for official release Razz (btw.. ignore the credits bug on gdi, will be fixed)


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Re: Mediterranean Map [message #456492 is a reply to message #456475] Sat, 01 October 2011 03:55 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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sla.ro(master) wrote on Sat, 01 October 2011 00:03

doesn't look like a realistic water

here is a example of a realistic water made by me
index.php?t=getfile&id=13801&private=0

the textures, shapes aren't realistic too

ps: your map looks cartoonish, C&C 3 maps doesn't.

At first I thought that was a screenshot from the part you were critiquing (I wasn't really reading, I rarely do more than skim your posts)

then I realized you made it, and lol'd


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Re: Mediterranean Map [message #456495 is a reply to message #456400] Sat, 01 October 2011 05:24 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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^
water does not look realistic at all but just a plan with water that just STOPS! against bricks. lol nub


Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: Mediterranean Map [message #456514 is a reply to message #456461] Sat, 01 October 2011 13:46 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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iRANian wrote on Fri, 30 September 2011 18:33

Looking really symmetric at the moment, you can take a look at Islands in w3dview for some ideas to make it look less symmetric, I'd also extend the water itself a bit (although I don't know the draw distance and fog settings you'll be having on that map). Other than that you'll just need to refine the map with additional texture work, hilly terrain and some objects like rock and Tiberium stuff placed here and there.

Its for C&C3, which definitely liked symetric maps Razz


Re: Mediterranean Map [message #456516 is a reply to message #456400] Sat, 01 October 2011 14:40 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Sla i dont delete posts i dont like... You just on a crusade against TCW because we left your team a half year ago. And i
think nothing we do is good in your eyes because of that.

Yea, this map is SUPPOSED to be symmetric..

Anyway here a shot of the absolute final version:

http://www.zunnie.net/tcw/img/tcw_mediterranean_final_v2.png


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Re: Mediterranean Map [message #456530 is a reply to message #456400] Sat, 01 October 2011 17:45 Go to previous messageGo to next message
Sir Kane
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You seriously need to fix the texturing. It's just all tiled. Look up some blending tutorial. And the big rock thingies need sone more detailed, they look like they have like 8 polygons each.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Mediterranean Map [message #456534 is a reply to message #456530] Sat, 01 October 2011 18:59 Go to previous messageGo to next message
Mauler
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I agree with Sir Kane, and those rocks were meant to be used as smaller/medium rock props not background mountains.
Re: Mediterranean Map [message #456536 is a reply to message #456534] Sat, 01 October 2011 19:40 Go to previous messageGo to next message
TankClash is currently offline  TankClash
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I thought those were asteroids.

http://img.photobucket.com/albums/v453/MrRoberto/smokejag.png

http://www.youtube.com/watch?v=TWG7-SkWpjU&feature=relmfu
Here's a compelling comment instead.
Re: Mediterranean Map [message #456538 is a reply to message #456400] Sat, 01 October 2011 20:47 Go to previous messageGo to previous message
zunnie is currently offline  zunnie
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Mammoth Rush inc Very Happy

http://www.zunnie.net/tcw/img/mammoths_inc_01.png
http://www.zunnie.net/tcw/img/mammoths_inc_02.png
http://www.zunnie.net/tcw/img/mammoths_inc_03.png
http://www.zunnie.net/tcw/img/mammoths_inc_04.png
http://www.zunnie.net/tcw/img/mammoths_inc_05.png


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