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Ramps for Con Yards [message #21513] Tue, 20 May 2003 15:55 Go to next message
NeoSaber is currently offline  NeoSaber
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I was making some ramps for the construction yards and I wanted some opinions on how they look. Here's some pics.

Pic 1
Pic 2
Pic 3
Pic 4
Pic 5
Pic 6
Pic 7


NeoSaber

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Ramps for Con Yards [message #21515] Tue, 20 May 2003 15:59 Go to previous messageGo to next message
Beanyhead is currently offline  Beanyhead
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Colonel

Very nice... You going to release them when you're finished?
Ramps for Con Yards [message #21516] Tue, 20 May 2003 16:01 Go to previous messageGo to next message
Aurora is currently offline  Aurora
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Nice, Flying map conyards.

It's just... there are SOOO many places to hide a nuke up there...


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Ramps for Con Yards [message #21518] Tue, 20 May 2003 16:04 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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Beanyhead

Very nice... You going to release them when you're finished?


I'm still thinking about whether on not to release them. I'll probably decide it with a coin toss. Laughing


NeoSaber

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Ramps for Con Yards [message #21519] Tue, 20 May 2003 16:10 Go to previous messageGo to next message
Beanyhead is currently offline  Beanyhead
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Colonel

lol, Just give them to me instead Razz
Ramps for Con Yards [message #21520] Tue, 20 May 2003 16:12 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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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.
Ramps for Con Yards [message #21524] Tue, 20 May 2003 16:29 Go to previous messageGo to next message
gendres is currently offline  gendres
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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.


I agree

But they look great!, keep up the good work and model something even better Wink


viva Mexico cabrones
~g

[Updated on: Tue, 20 May 2003 16:32]

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Ramps for Con Yards [message #21525] Tue, 20 May 2003 16:30 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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The map layout I have in mind will probably require the ramps, so I made them.

NeoSaber

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Ramps for Con Yards [message #21529] Tue, 20 May 2003 16:55 Go to previous messageGo to next message
Afromn96 is currently offline  Afromn96
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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
Ramps for Con Yards [message #21558] Tue, 20 May 2003 23:18 Go to previous messageGo to next message
Aurora is currently offline  Aurora
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Well, there are a lot of places to hide beacons up there, but are there any less on the Weapons Factory roof? I think not...

who knows.


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Ramps for Con Yards [message #21629] Wed, 21 May 2003 13:44 Go to previous messageGo to next message
maytridy is currently offline  maytridy
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Yeah, lots of places to hide beacons. But they look great!

Ramps for Con Yards [message #21641] Wed, 21 May 2003 14:47 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
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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.

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Ramps for Con Yards [message #21655] Wed, 21 May 2003 16:09 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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Halo38

having 2 floors to the conyard dosn't help also in locating beacons.


Actually, I remodeled the interrior. Only one floor in my conyard.


NeoSaber

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Ramps for Con Yards [message #21660] Wed, 21 May 2003 16:16 Go to previous messageGo to next message
Afromn96 is currently offline  Afromn96
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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
Ramps for Con Yards [message #21679] Wed, 21 May 2003 18:55 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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NeoSaber

Halo38

having 2 floors to the conyard dosn't help also in locating beacons.


Actually, I remodeled the interrior. Only one floor in my conyard.


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. Smile
Ramps for Con Yards [message #21683] Wed, 21 May 2003 20:17 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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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. Smile


Well, it's a little more then just removing a floor. Not much more though. Very Happy 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. Laughing

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

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Ramps for Con Yards [message #21696] Wed, 21 May 2003 23:54 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Testing? Hardly... The Pits has been running Basin for months now.

Go play it on WOL... It's about to rotate in again.

No one complains about the Construction Yards having two floors. They're actually not that difficult to destroy since they're so large... You can hide on the bottom floor too, as you wait for your charges of C4 to detonate.

The reason LevelEdit and Renegade pull in the W3D of my interior is because it exists in a mix file already, so it's established, and Renegade will grab it there first...

I suggest you use the multi-floored interior. You'll need to go into the parts folder of the Nod CY and take out the vis for it. Group that together, align it with the exterior of the CY (Like you're putting the interior of it inside of Max) then save the CY and vis stuff as another Max file so that you have them ready for another map. The reason I say this is that I had a lot of difficulty with the vis proxy, so I removed it... Placed the vis sectors manually inside of Max and Basin had no problems then.
Ramps for Con Yards [message #21697] Thu, 22 May 2003 00:13 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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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

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Ramps for Con Yards [message #21698] Thu, 22 May 2003 00:19 Go to previous message
Aircraftkiller is currently offline  Aircraftkiller
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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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