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I've started work on a new map, C&C_Wasteland [message #25846] Thu, 19 June 2003 01:08 Go to next message
Falconxl is currently offline  Falconxl
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Registered: February 2003
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Its been a while since I've done a map so I figured I got the free time so what the hell.

Here is agallery of the maps progression.

http://www.n00bstories.com/image.gallery.php?folder=287

I've gotten a lot of help from AircraftKiller so it should turn out fairly decent.

When it comes time to test I may be looking for volunteers or I may make it an open test.

Well lemme know what you guys think.


http://www.n00bstories.com/image.fetch.php?id=1008327832
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Falconxl
Commander
Member # 4776
Posts: 615 | Registered: Dec 2001 |
Phase 3 Beta Testor
I've started work on a new map, C&C_Wasteland [message #25855] Thu, 19 June 2003 04:15 Go to previous messageGo to next message
bigwig992 is currently offline  bigwig992
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I love the layout and design of the map. On the side mountains near the Nod base really need some tweaking. Don't make them go straight up like that, if you extruded it up to get that, go back and do it acouple more times, each time using the resize tool to make the wall look like it's going back, then you'll have mountain'ie/cliff'ie looking sides. Also, read up a tutorial on alpha blending and alpha blend most of those textures together. Do these and I think this will become a pretty popular map.

-The ONLY Renegade fan to pee off a school.
http://www.n00bstories.com/image.fetch.php?id=1055662786
http://www.n00bstories.com/stats/renegade_stats.php?player=bigwig992&team=gdi
I've started work on a new map, C&C_Wasteland [message #25856] Thu, 19 June 2003 04:34 Go to previous messageGo to next message
Falconxl is currently offline  Falconxl
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Screenshots labeled Wasteland11 thru 19 feature the alpha blending you mentioned. AircraftKiller was kind enough to bring that to my attention and help me with fixing it.

As for the cliffs, I had to make sacrifices on account of the poly count. Step cliffs will add quite a few polies to the map.


Also, question for all. What is your harvestor preferense, Short path guarded by base defences, or long path open to attack by the enemy?

In about 2 days I should have a working build of the map ready for testing, but no promises.


http://www.n00bstories.com/image.fetch.php?id=1008327832
Moderator for the pits Renegade Server

Original Ren forum info:
Falconxl
Commander
Member # 4776
Posts: 615 | Registered: Dec 2001 |
Phase 3 Beta Testor
I've started work on a new map, C&C_Wasteland [message #25886] Thu, 19 June 2003 08:53 Go to previous messageGo to next message
maytridy is currently offline  maytridy
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Doesn't look too bad. Textures need alot of work. Use more alpha blending and the terrain looks weird.

I've started work on a new map, C&C_Wasteland [message #25921] Thu, 19 June 2003 11:28 Go to previous messageGo to next message
pulverizer is currently offline  pulverizer
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I agree with maytridy, use more alpha blending.
and I think some mountains are a bit too high.
but it looks nice, keep up the good work Smile


I've started work on a new map, C&C_Wasteland [message #25927] Thu, 19 June 2003 12:04 Go to previous message
SomeRhino is currently offline  SomeRhino
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Resize the texture UVW's by 50%. If you collapsed the meshes, use UVW Xform and set the U and V tiling to 2.

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