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C&C Seaside Canyon Preview [message #31214] |
Tue, 15 July 2003 01:40 |
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NeoSaber
Messages: 336 Registered: February 2003
Karma: 0
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When I started making them I didn't feel like animating a complete collapse and also deal with the issues of spawners/trapped inside buildings/etc.
I made parts come off. The smoke stacks on the weapons factory fall over as its roof explodes, the top of the obelisk breaks off and falls to the ground, and other stuff like that.
If you want to see some in action, get my map C&C Mineshaft. The buildings use the exploding animations in that map too.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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Comments & Suggestions [message #31471] |
Wed, 16 July 2003 01:33 |
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Dante
Messages: 1039 Registered: February 2003
Karma: 0
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General (1 Star) |
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Comments:
Good layout, nice to actually see some Infantry War maps with some thought put into them, and oh yes... tunnels.
Building destructions just add more to the gameplay, love it, did you use the damage aggregate ideas that where tossed around, i only assume you did, by adding a seperate aggregate (m*_ag4.w3d) for each building then playing the destruction as certain healths. what happens when you heal, does it reverse LOL, that would be comical to see the ball fly back up on the HoN.
Great over all, give it 4 stars.
Suggestions:
Lighting & Atmosphere. I can't stress this enough, what makes each and every map different is the atmosphere, and the lighting that you use, the same old "happy mid day, lets take a ride in my convertable down to the beach" look is a bit overplayed, i want fog, i want rain, i want hellish background noises that let me know im in the middle of a warzone. i NEED some pre-existing marks that there has been battle there before, or else why would i be here?
SOME objects, yes, using objects in MP is a big no no it seems, but not when used in some cases, a mining cart perhaps, a track on the floors of one of the tunnels would easily make this option accessible and make mroe realism to the map. Perhaps a pile of (tiberium i am assuming is what they are mining) somewhere that was not yet taken out of the "mine".
Foliage. there is no way that there can not be at least ONE tree in this "semi-grassy" location, toss in a bush or two and a couple of differentiated trees to give it a bit of "growth".
ok, enough of all that
great work, keep it up
RenEvo
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Re: Comments & Suggestions [message #31579] |
Wed, 16 July 2003 10:44 |
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NeoSaber
Messages: 336 Registered: February 2003
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Dante | Building destructions just add more to the gameplay, love it, did you use the damage aggregate ideas that where tossed around, i only assume you did, by adding a seperate aggregate (m*_ag4.w3d) for each building then playing the destruction as certain healths. what happens when you heal, does it reverse LOL, that would be comical to see the ball fly back up on the HoN.
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The building destructions are an additional aggregate (m*_Ex.w3d, and m*_ExR.w3d when the ramps are involved). They aren't based off different stages of building health though. I decided just to make them explode when they are destroyed. One big destruction all at once instead of a little at a time.
On a side note about the destruction animations. I am planning on making a kind of a database file for them. Something like C&C_ExpBldg_Data.mix. I think it would be easier for map makers to use them, and for me to update them whenever I feel like. I'll probably do the same thing for the alternate character and vehicle models I'm working on as well. This way I can release the settings, .gmax building models, and the two database files instead of 100 seperate files all of which need to be packed into a any map that used the destructions or alternate characters. Anyone got any thoughts about that idea?
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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C&C Seaside Canyon Preview [message #31586] |
Wed, 16 July 2003 10:59 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Yeah thats a good idea. If you've been to the ModX recently you will see that sgt.may has been making new vehicles and stuff then making a MIX template so all the user does is put the modfolder into there LevelEdit directory and can use the buildings pre-configured for custom agregates. Sounds like a great idea, maybe you could also write a tutorial on making them if you have time. Great Work!
_General Havoc
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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C&C Seaside Canyon Preview [message #31635] |
Wed, 16 July 2003 13:13 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Aircraftkiller | If only they played them, which they don't.
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Works fine for me.
_General Havoc
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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C&C Seaside Canyon Preview [message #31953] |
Thu, 17 July 2003 16:18 |
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NeoSaber
Messages: 336 Registered: February 2003
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I've added 9 more pics to the preview. Seaside Canyon 14 - 22 are the new ones.
http://www.cnc-source.com/gallery/categories.php?cat_id=64
I've set up the vehicles to have their destruction animations. I also decided to fix the MRLS and mammoth's destruction animation (they used to appear 5 meters above where the vehicle had been).
I'm debating the merits of replacing the Nod APC with the Recon Bike. I originally planned to, but now I'm not sure if it would serve a purpose in a map that has a relatively small, hilly area for vehicles to drive in. Any one have a suggestion on that one?
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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C&C Seaside Canyon Preview [message #31959] |
Thu, 17 July 2003 16:48 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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NO !!
Thats a big mistake...if you want recons just add them in...But don't replace the APC.....Maybe the buggy if you have to...I still wouldnt do that tho.
Maybe add an extra gdi vehicle.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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C&C Seaside Canyon Preview [message #31993] |
Thu, 17 July 2003 20:34 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
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General (1 Star) Moderator - Mod Forum |
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I SOO wish that the KILL collision mode would work right.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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C&C Seaside Canyon Preview [message #32012] |
Thu, 17 July 2003 23:28 |
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NeoSaber
Messages: 336 Registered: February 2003
Karma: 0
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I don't really like the Nod APC so far from my tests. The GDI APC gets destroyed if it rushes the Obelisk alone, the Nod APC on the other hand can survive the AGT and drive all over the GDI Base. To me that seems to be an advantage Nod isn't meant to have.
When it comes to the Recon Bike it seems relatively useless in my map, the terrain having so many hills makes the Recon somewhat hard to use. There isn't any long stretches before you encounter the base defenses. The AGT then chews up the Recon Bike like its paper. If I add some armor to it that might help.
It's kind of like being stuck between a rock and a hard place. Maybe I'll release a beta of the map with both in it and see what people think would be the better unit to have...
On a side note, Ack. Is it okay if I set up my map so it uses your strings file to announce the tiberium silos being attacked/destroyed?
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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C&C Seaside Canyon Preview [message #32026] |
Fri, 18 July 2003 02:14 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Anyways...Having no APC for a map with base defenses is going to give GDI a huge advantage...Anmd don't say the OB will rip it apart...if you got 2 APC's scaling the outside of the OB's Range and 1(possibly both) of them gets in with 3 hotties,Forget about those recons....GDI will own this map and Nod will end up losing unless you make super bikes that can with stand the AGT.
Do What you want...But Im no n00b at playing or modding this game...Im sure you knew that allready...ACK doesnt care about your map,He just wants to disagree with me.
So ACK back up your reason why Nod's APC is no good in a BD map?
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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C&C Seaside Canyon Preview [message #32228] |
Fri, 18 July 2003 22:44 |
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NeoSaber
Messages: 336 Registered: February 2003
Karma: 0
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Only the parts that blow off are H.A.M.s, the rest of the building is terrain. I'm also creating covers for the holes so you don't see the interrior backfaces. It'll look like broken concrete.
I didn't get it quite right on the Weapons Factory though. Earlier I was fixing vis errors in the map and I came across a big backface error on it. I think I've got it corrected now though. I'm going to go back over all my models in the next few days to make sure they're all set up properly, based on what I learned from fixing the Weapons Factory.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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