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Re: C&C_Drift [message #458080 is a reply to message #457955] Tue, 18 October 2011 18:06 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Registered: March 2006
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General (2 Stars)
The cliffs seem mostly alright to me, with the exception of the shorter ones. They could use some more polygons.

As for the design itself, it's pretty nice (and no it's not symmetrical, ACK). Although, Nod's base seems a little more open than GDI's, but that could just be the angle. Maybe supply a few more screenshots? Otherwise, I suggest placing down a small little mesa to block easy shots against the airstrip and such.

I'd also like to point out that the map seems rather unfriendly towards infantry. Maybe having the focus be the center area there for vehicles, then converting that upper area in the screenshot (which seems to only serve as an advantage for GDI) to an infantry-only area (how it'd look is up to you; be creative). Possibly give various vantage points against the center area (for snipers and the like).

Then, perhaps lower the bottom access area a little (along with the ocean level, obviously), to make it tough (if not impossible) for infantry in the new infantry only area to hit stuff down there. This means the center area is faster and has the most access, but is open to infantry fire, so setting up a solid assault is more difficult. The bottom area would be longer, but have a bit less risk of running into sniper fire.

If all that were done, it could actually be a really cool map.


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[Updated on: Tue, 18 October 2011 18:08]

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Re: C&C_Drift [message #458215 is a reply to message #457955] Fri, 21 October 2011 07:30 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Registered: March 2005
Location: New York
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General (3 Stars)
Nod's base is technically more "open" but not as open to enemy fire. This is because GDI can't fire from off shore. The only way GDI would be able to hit the airstrip is if they either attacked from the front mid-level entrance or the back tunnel entrance. Attacking from the lower lever area would put the airstrip out of the line of fire.

GDI's base however, is vulnerable to artillery fire from all angles of the map. The higher level puts the refinery, and barracks at risk and the lower level puts the power plant and weapon's factory at risk. However, seeing as it would be hard for Nod to cover both entrances into GDI's base with strong artillery attacks, it would be easy for GDI to counter artilleries simply by flanking Nod's position.


I see what you're getting at with that infantry only high-area. I'll get back to you on that later since I don't have time to post more right now.
Re: C&C_Drift [message #458216 is a reply to message #457955] Fri, 21 October 2011 07:36 Go to previous messageGo to next message
iRANian is currently offline  iRANian
Messages: 4299
Registered: April 2011
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General (4 Stars)
Please lower the Artillery screen shake and splash if you're gonna make it an Arty map.

I don't like how the tunnel is at the back of Nod's base and so close to the Refinery. It appears you need a dedicated player inside the tunnel or in the field behind Refinery to defend it.

Are you gonna be adding some hilly terrain? I like how Conquest_Winter has this, it gives GDI tanks a better ability to get field control.


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_Drift [message #458222 is a reply to message #457955] Fri, 21 October 2011 11:22 Go to previous message
R315r4z0r is currently offline  R315r4z0r
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Registered: March 2005
Location: New York
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General (3 Stars)
I haven't yet shaped the ground yet. There will be some more hills that make long range tank combat harder.

And I'll see what I can do about the screen shaking.
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