New mapping project C&C_? [message #458993] |
Sun, 06 November 2011 04:40 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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For some time now I'm working on making a map for starters a picture of the map.
Keep in mind that I have applied the terrain textures just to give you a better picture of the map (I personnaly think it is better then reviewing a purple blob)
So there is no alphablending or that sort of stuff + there is alot of tiling right now.
In the top of the map is a double railroad on one of railtracks there will be a train passing by. Via spawner I can randomize the cargo/trainsetup.
Besides that I still need to add some more infantry zones currently there is only a part near the railtracks and a sniper nest.
Also I haven't thought of a definitif name something like C&C_Railway pops up in my mind earlier on something like traindepot but since there isnt really a depot..
So tell me what you think of this map so far and if you have ideas that fit the map like what kind of props, unit ideas, infantry tunnels etc tell me!
[Updated on: Wed, 30 November 2011 03:19] Report message to a moderator
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Re: New mapping project C&C_? [message #459007 is a reply to message #458993] |
Sun, 06 November 2011 09:48 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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Textures are grating (there's only like 3), map looks too small (kudos on not making it TOO big though), the tunnels look obviously boolean'd in (and they look boring as hell), and in general the cliffs- as ACK would put it- look like you just made them out of clay.
Still, the design is interesting- just needs major work when it comes to the texturing. Also, might I suggest making that little "wall" on the bottom area to be more of a "double ramp" kinda shape? it just looks... awkward.
Keep working on it, and you'll come up with something good I'm sure.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: New mapping project C&C_? [message #459025 is a reply to message #458993] |
Sun, 06 November 2011 12:21 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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He stated he slapped the textures on quickly to showcase something that isn't purple or w/e RenX colour(s).
Nod currently has an easier time defending as they have 2 entrances while GDI has 3. Could you move the WF to the left and make the tunnel lead to the right of it, so it mirrors the two entrances in front of the Strip?
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
[Updated on: Sun, 06 November 2011 12:22] Report message to a moderator
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Re: New mapping project C&C_? [message #459056 is a reply to message #459025] |
Mon, 07 November 2011 01:33 |
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Omar007
Messages: 1711 Registered: December 2007 Location: Amsterdam
Karma: 0
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General (1 Star) |
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iRANian wrote on Sun, 06 November 2011 20:21 | Nod currently has an easier time defending as they have 2 entrances while GDI has 3.
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Wut? I see 3 for both teams :S
Unless you mean 2 because the tib entrance and tunnel entrance of Nod are really close together
[Updated on: Mon, 07 November 2011 01:35] Report message to a moderator
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Re: New mapping project C&C_? [message #459152 is a reply to message #458993] |
Wed, 09 November 2011 04:06 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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Thank you for the feedback guys.
What if I try to increase the space in the middle area and just remove the middle wall perhaps a shallow lake in the middle or another object of interest(Warehouse or something so the middle is interesting for infantry too?) something like that.
Agreed on the tunnels I will turn some of them into rockpassages so it is more diverse.
The tunnel in the GDI base is something I will look into position that it enters the GDI base is indeed different then Nods base though the road towards it is longer so I hope that might balance it.
Still thinking of the style of props needed in the map I mean alot of trees isn't the way to go in this map is my guess.
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Re: New mapping project C&C_? [message #459172 is a reply to message #458993] |
Wed, 09 November 2011 14:40 |
iRANian
Messages: 4308 Registered: April 2011
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General (4 Stars) |
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It's more imbalanced than it seems, Nod can get an Arty behind the Tiberium Refinery and shoot the middle entrance and they also can get an Arty behind Hand/Ob/Air tower and shoot the outer entrance. Because GDI tanks suck ass in Renegade it'll be even harder than on Complex or Canyon for GDI to win.
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
[Updated on: Wed, 09 November 2011 14:40] Report message to a moderator
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Re: New mapping project C&C_? [message #459846 is a reply to message #458993] |
Wed, 23 November 2011 17:44 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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two of nod's base entrances don't look viable, as the ob can easily rape vehicles overtop of the Air Strip. Maybe rearrange the Nod base a bit so GDI has a fighting chance?
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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