Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Ramps for Con Yards
Ramps for Con Yards [message #21513] Tue, 20 May 2003 15:55 Go to next message
NeoSaber is currently offline  NeoSaber
Messages: 336
Registered: February 2003
Karma: 0
Recruit
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

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
Ramps for Con Yards [message #21515] Tue, 20 May 2003 15:59 Go to previous messageGo to next message
Beanyhead is currently offline  Beanyhead
Messages: 549
Registered: February 2003
Location: Kentucky, USA
Karma: 0
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
Messages: 380
Registered: February 2003
Karma: 0
Commander
Nice, Flying map conyards.

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


Administrator for n00bstories.com
(23/09/2004) (19:48:29) (SuperFlyingEngi) I need to brush up on my knowledge
http://www.n00bstories.com/image.fetch.php?id=1056226622Get Firefox!
http://www.n00bstories.com/image.fetch.php?id=1388453826
Ramps for Con Yards [message #21518] Tue, 20 May 2003 16:04 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
Messages: 336
Registered: February 2003
Karma: 0
Recruit
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

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
Ramps for Con Yards [message #21519] Tue, 20 May 2003 16:10 Go to previous messageGo to next message
Beanyhead is currently offline  Beanyhead
Messages: 549
Registered: February 2003
Location: Kentucky, USA
Karma: 0
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
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
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
Messages: 553
Registered: March 2003
Location: Monterrey, Mexico
Karma: 0
Colonel

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]

Report message to a moderator

Ramps for Con Yards [message #21525] Tue, 20 May 2003 16:30 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
Messages: 336
Registered: February 2003
Karma: 0
Recruit
The map layout I have in mind will probably require the ramps, so I made them.

NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
Ramps for Con Yards [message #21529] Tue, 20 May 2003 16:55 Go to previous messageGo to next message
Afromn96 is currently offline  Afromn96
Messages: 123
Registered: April 2003
Location: USA, CA
Karma: 0
Recruit
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
Messages: 380
Registered: February 2003
Karma: 0
Commander
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.


Administrator for n00bstories.com
(23/09/2004) (19:48:29) (SuperFlyingEngi) I need to brush up on my knowledge
http://www.n00bstories.com/image.fetch.php?id=1056226622Get Firefox!
http://www.n00bstories.com/image.fetch.php?id=1388453826
Ramps for Con Yards [message #21629] Wed, 21 May 2003 13:44 Go to previous messageGo to next message
maytridy is currently offline  maytridy
Messages: 1371
Registered: February 2003
Location: New York, USA
Karma: 0
General (1 Star)
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
Messages: 955
Registered: February 2003
Location: UK
Karma: 0
Colonel
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.

Online Portfolio - www.chettle1.com

Renegade projects - Halo38's Den hosted by www.laeubi.de

Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena

Mod Wars Veteran
Ramps for Con Yards [message #21655] Wed, 21 May 2003 16:09 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
Messages: 336
Registered: February 2003
Karma: 0
Recruit
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

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
Ramps for Con Yards [message #21660] Wed, 21 May 2003 16:16 Go to previous messageGo to next message
Afromn96 is currently offline  Afromn96
Messages: 123
Registered: April 2003
Location: USA, CA
Karma: 0
Recruit
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
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
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
Messages: 336
Registered: February 2003
Karma: 0
Recruit
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

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
Ramps for Con Yards [message #21696] Wed, 21 May 2003 23:54 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
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
Messages: 336
Registered: February 2003
Karma: 0
Recruit
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

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
Ramps for Con Yards [message #21698] Thu, 22 May 2003 00:19 Go to previous message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
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.
Previous Topic: Teaching Modding Basics!
Next Topic: nvm
Goto Forum:
  


Current Time: Fri May 03 09:01:37 MST 2024

Total time taken to generate the page: 0.01010 seconds