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Re: C&C_The_Canyon (Wip infantry map) [message #456739 is a reply to message #456597] Mon, 03 October 2011 20:52 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Good to know , i guess i will be using these ones anyways. Had an idea of some liquid tiberium pools nearby as one of the sources they are collecting it from.

http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: C&C_The_Canyon (Wip infantry map) [message #456741 is a reply to message #456597] Mon, 03 October 2011 23:00 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Nice, has a simple yet functional layout. A few things:

1: As pointed out, change up the cliff poly's a bit- they definitely look too smooth to feel like rocks. I usually just manually move vertexes around for this, it seems to work pretty well.

2: Spice up the tunnels- add things like barrels, crates, and those sorts of things. Maybe random little rooms off to the side with several entry points? Could contain a money crate or something simple, yet worth fighting over.

3: Maybe add a few small buildings? Not sniper towers, just small little derelict structures with a couple entry points.

Also, while it has a nice design, it definitely could use some atmosphere. Lighting helps with this a lot.

Hope to see this go somewhere Thumbs Up


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Re: C&C_The_Canyon (Wip infantry map) [message #456800 is a reply to message #456597] Tue, 04 October 2011 11:18 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Well i've been trying to get the terrain improved, and have almost got something better, but still a bit more editing to do before i detach again and start texturing. I will still work some hills into the bases, (after i get the silos in) so they still are pretty bland. I still have to redo all the plants, and make some more different pine trees, since there will be many of them, might just use those ones from fjords instead.

http://i175.photobucket.com/albums/w125/Blaze558/Paths.jpg

http://i175.photobucket.com/albums/w125/Blaze558/Paths1.jpg

http://i175.photobucket.com/albums/w125/Blaze558/Paths2.jpg

http://i175.photobucket.com/albums/w125/Blaze558/Paths3.jpg

http://i175.photobucket.com/albums/w125/Blaze558/Paths4.jpg


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg

[Updated on: Tue, 04 October 2011 11:26]

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Re: C&C_The_Canyon (Wip infantry map) [message #456803 is a reply to message #456597] Tue, 04 October 2011 11:58 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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That looks much better. What I meant by "roughing up" the terrain isn't just making it prickly-looking. I meant you should also create terrain features. Make cliffs that look like cliffs, plateaus on the top of the mountains with a jagged cliff edge, etc. There's a lot you can do with that terrain. Maybe you should consider making a jagged path up the mountain to have a vantage point.
Re: C&C_The_Canyon (Wip infantry map) [message #456805 is a reply to message #456803] Tue, 04 October 2011 12:19 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Aircraftkiller wrote on Tue, 04 October 2011 14:58

That looks much better. What I meant by "roughing up" the terrain isn't just making it prickly-looking. I meant you should also create terrain features. Make cliffs that look like cliffs, plateaus on the top of the mountains with a jagged cliff edge, etc. There's a lot you can do with that terrain. Maybe you should consider making a jagged path up the mountain to have a vantage point.


Well i didn't originally plan this to be full of terrain features, but there is still plenty of time for me to edit it further. I guess a path or two from each base leading up the ridge a bit higher would help for a vantage point, but otherwise i don't really want too many different paths. I'll see what i can do though.

Added a new path on the other side, and one vantage point in each base. Should be ready to start texturing again pretty soon.

http://i175.photobucket.com/albums/w125/Blaze558/Newpath.jpg

http://i175.photobucket.com/albums/w125/Blaze558/Newpath1.jpg


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg

[Updated on: Tue, 04 October 2011 17:14]

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Re: C&C_The_Canyon (Wip infantry map) [message #456831 is a reply to message #456597] Tue, 04 October 2011 19:29 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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That 2nd last screenshot points out a potential issue... tunnel beacons. Might pay to relocate the Bar / HON or do as I said before, put more bends in the tunnels so they go around the buildings rather than underneath them.

"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

"halo2pac wrote:"

Unless they are girls, I am not going to bone them.

[Updated on: Tue, 04 October 2011 19:32]

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Re: C&C_The_Canyon (Wip infantry map) [message #456833 is a reply to message #456831] Tue, 04 October 2011 19:47 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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crazfulla wrote on Tue, 04 October 2011 22:29

That 2nd last screenshot points out a potential issue... tunnel beacons. Might pay to relocate the Bar / HON or do as I said before, put more bends in the tunnels so they go around the buildings rather than underneath them.


Guess i didn't actually think of the tunnel nuking when i started, so i guess ill make them go a bit further from the structures and have some bends in it.

And that suddenly gave me the idea to try playing fjords alone, and noticed you can nuke almost every building from the tunnels. Not that i will keep mine where they are, but many stock maps as well as fan maps seem to play out fine, despite being able to nuke from a tunnel.


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg

[Updated on: Tue, 04 October 2011 20:04]

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Re: C&C_The_Canyon (Wip infantry map) [message #456854 is a reply to message #456597] Wed, 05 October 2011 01:29 Go to previous messageGo to next message
Rocko
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this looks almost as good as carnage club xtreme, the greatest map ever invented in renegade

black and proud
Re: C&C_The_Canyon (Wip infantry map) [message #456878 is a reply to message #456831] Wed, 05 October 2011 09:18 Go to previous messageGo to next message
FeaR is currently offline  FeaR
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crazfulla wrote on Tue, 04 October 2011 19:29

That 2nd last screenshot points out a potential issue... tunnel beacons. Might pay to relocate the Bar / HON or do as I said before, put more bends in the tunnels so they go around the buildings rather than underneath them.



Cant you just make scriptzones that prevent the tunnels from beacons being planted in there ? (if thats possible offcourse)

[Updated on: Wed, 05 October 2011 09:19]

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Re: C&C_The_Canyon (Wip infantry map) [message #456879 is a reply to message #456878] Wed, 05 October 2011 09:30 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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Spacer wrote on Wed, 05 October 2011 09:18

Cant you just make scriptzones that prevent the tunnels from beacons being planted in there ? (if thats possible offcourse)

Probably, but then n00bs couldn't waste their money, thus making them easier to prawn.


"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

"halo2pac wrote:"

Unless they are girls, I am not going to bone them.
Re: C&C_The_Canyon (Wip infantry map) [message #456884 is a reply to message #456597] Wed, 05 October 2011 10:17 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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sexy looking map my friend

if you wanted to balance it just remove havocs and saks

here's a few things you could name it
i'm assuming it's up in the mountains somewhere

C&C_Mountain_Canyon (HAH)
or C&C_Forest_Canyon (DOUBLE HAH)
C&C_Chasm
C&C_Fissure
C&C_Opening (or Mountain / Forest _Opening)
C&C_Schism
C&C_Rift


liquidv2
Re: C&C_The_Canyon (Wip infantry map) [message #456885 is a reply to message #456854] Wed, 05 October 2011 10:18 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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Rocko wrote on Wed, 05 October 2011 03:29

this looks almost as good as carnage club xtreme, the greatest map ever invented in renegade

amen to that brother
when the Disturbed soundtrack hits the room i feel one with the earth


liquidv2
Re: C&C_The_Canyon (Wip infantry map) [message #456915 is a reply to message #456885] Wed, 05 October 2011 14:45 Go to previous messageGo to next message
EaZiE is currently offline  EaZiE
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That looks pretty awesome, I look foward to seeing it completed. Oh and Chasm was an epic name suggestion.

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Re: C&C_The_Canyon (Wip infantry map) [message #456918 is a reply to message #456885] Wed, 05 October 2011 15:08 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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that other club map has linkin park's The End


nothing in renegade can top that man


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

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Re: C&C_The_Canyon (Wip infantry map) [message #456920 is a reply to message #456597] Wed, 05 October 2011 15:43 Go to previous messageGo to next message
kamuixmod is currently offline  kamuixmod
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Maybe c&c_siderush or sidecrush?

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Re: C&C_The_Canyon (Wip infantry map) [message #456922 is a reply to message #456597] Wed, 05 October 2011 16:26 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Yea ill probably go with C&C_Chasm, unless it has been taken before.

http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: C&C_The_Canyon (Wip infantry map) [message #457558 is a reply to message #456597] Tue, 11 October 2011 15:50 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Well i have been working extensivly on the tunnel networks to make sure there is room, and to avoid problems with tunnel beacons. There will be a way to tunnel nuke but only at the very exit of the tunnels, which won't cause any problems. I just have to start retexturing the terrain, changing a few textures around, and adding a few more props.

http://i175.photobucket.com/albums/w125/Blaze558/Tunnel_network.jpg

http://i175.photobucket.com/albums/w125/Blaze558/Tunnel_network1.jpg

http://i175.photobucket.com/albums/w125/Blaze558/Tunnel_network2.jpg

http://i175.photobucket.com/albums/w125/Blaze558/Tunnel_network3.jpg

http://i175.photobucket.com/albums/w125/Blaze558/Tunnel_network4.jpg


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: C&C_The_Canyon (Wip infantry map) [message #457559 is a reply to message #456597] Tue, 11 October 2011 15:58 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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I don't like the textures you're using at the moment. Also the tunnel seems a bit...long with the corridors being short.

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: Tue, 11 October 2011 15:59]

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Re: C&C_The_Canyon (Wip infantry map) [message #457563 is a reply to message #457559] Tue, 11 October 2011 16:18 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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iRANian wrote on Tue, 11 October 2011 18:58

I don't like the textures you're using at the moment. Also the tunnel seems a bit...long with the corridors being short.



I have been trying to get the texture theme better, but i guess i can always rework it a bit more. As for the tunnels, yes they are long because they have to go around the barracks and Hand of Nod, otherwise i can't really make them any shorter. I made it angle itself inwards to avoid people sniping from one end to the other, i can't really do much about completly changing the shape yet again lol.


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: C&C_The_Canyon (Wip infantry map) [message #457565 is a reply to message #456597] Tue, 11 October 2011 16:26 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Nice looking map.

But try not to make too many different pathways. As small as the map is, the more paths there are the more you're dividing up the players.

In a game with 20 players on a map with 4 ways into each base, you cause players to end up either by themselves or in small groups of 2 or 3... and that results in dull gunplay.

Not only that, but you also ensure that bases will go undefended more often since players would be off in one part of the map where they aren't able to return to base in time if it becomes under attack.

[Updated on: Tue, 11 October 2011 16:30]

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Re: C&C_The_Canyon (Wip infantry map) [message #457567 is a reply to message #457565] Tue, 11 October 2011 16:38 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Quote:

try not to make too many different pathways. As small as the map is, the more paths there are the more you're dividing up the players.

Well i tried to make only a tiny bit more space down there, only to add some realism. The tiberium silo building room is a short distance to walk from the main tunnel entrance, so i don't think it will cause any problems in walking distances.

Quote:

In a game with 20 players on a map with 4 ways into each base, you cause players to end up either by themselves or in small groups of 2 or 3... and that results in dull gunplay.

I don't know about dull gameplay, to me a map that has very limited ways in, causes it to be repetative. (people mining the 1-2 entrances and everyone ending up being snipers) There hasen't been that much more room added, it is still the same distance between the bases.

Quote:

you also ensure that bases will go undefended more often since players would be off in one part of the map where they aren't able to return to base in time if it becomes under attack.


The fact that it has 4 ways into the base, only makes defending it easier. If someone nukes the barracks while your underground you can easily get back to the base on time to defend it, though as in any map, if everyone leaves the base it's their own damn fault lol.


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: C&C_The_Canyon (Wip infantry map) [message #457569 is a reply to message #456597] Tue, 11 October 2011 16:49 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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I like the idea you're shooting for with the tunnels, and agree that multiple entry ways is nicer than just one (if only because there's already maps with 1-2 entryways). But the textures could be reworked a tad, as they seem to lack a general theme.

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Re: C&C_The_Canyon (Wip infantry map) [message #457583 is a reply to message #456597] Tue, 11 October 2011 18:43 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I think you should redesign them entirely. Why would GDI and Nod decide to build "tunnels" that lead to each other's base? What tactical advantage does that offer them? Quick access to each other's base? I've always hated that concept. It really makes no sense.

I really don't like the design of your "tunnels" (I quote it because that word gets thrown around too much) because they lack inspiration. They're yet another perfectly built underground installation that, somehow, GDI and Nod decided to build together so they could attack one another. This whole Area 51 in the woods thing is getting dull. Field, Canyon, Under, all of the Renegade levels suffer from it. Who has time to build that shit? Why would they?

I think you'd be better off developing a natural cave system that can be exploited in a very unexpected way. You could make caves that have little paths you can run up to inside of the hillsides. Think of Afganistan - there's hills with holes in them everywhere. Underground rivers would be lovely and would add some depth to this. Underground waterfalls, too. Even reflecting pools with caustics on the ceiling. Something that would break up the monotony and give a realistic way of taking cover.

Your level has so much potential. Push it farther than the limited designs of Renegade.
Re: C&C_The_Canyon (Wip infantry map) [message #457588 is a reply to message #456597] Tue, 11 October 2011 20:10 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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They don't have to be made by GDI/Nod to connect the bases. They could be civilian tunnels used for Tiberium research that GDI and Nod are using just because they happen to be fighting in the area.
Re: C&C_The_Canyon (Wip infantry map) [message #457589 is a reply to message #456597] Tue, 11 October 2011 20:14 Go to previous messageGo to previous message
Aircraftkiller is currently offline  Aircraftkiller
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Who conducts Tiberium research inside of a mountain that has no secure access? There needs to be some kind of logic to this. I'm not seeing it. I never saw it in Renegade either, so I'm not faulting him specifically. "Tiberium research" would happen in a building, not in some underground lair that just happens to conveniently connect enemy bases together. This is well-established in C&C.
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