Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » New mapping project C&C_?
New mapping project C&C_? [message #458993] Sun, 06 November 2011 04:40 Go to next message
Reaver11 is currently offline  Reaver11
Messages: 884
Registered: April 2007
Karma: 0
Colonel
For some time now I'm working on making a map for starters a picture of the map.

http://www.renz0r.com/forum/imagehosting/224eb51b567ef15.jpg

Keep in mind that I have applied the terrain textures just to give you a better picture of the map (I personnaly think it is better then reviewing a purple blob)

So there is no alphablending or that sort of stuff + there is alot of tiling right now.

In the top of the map is a double railroad on one of railtracks there will be a train passing by. Via spawner I can randomize the cargo/trainsetup.

Besides that I still need to add some more infantry zones currently there is only a part near the railtracks and a sniper nest.

Also I haven't thought of a definitif name something like C&C_Railway pops up in my mind earlier on something like traindepot but since there isnt really a depot..

So tell me what you think of this map so far and if you have ideas that fit the map like what kind of props, unit ideas, infantry tunnels etc tell me!

[Updated on: Wed, 30 November 2011 03:19]

Report message to a moderator

Re: New mapping project C&C_? [message #458994 is a reply to message #458993] Sun, 06 November 2011 05:28 Go to previous messageGo to next message
kamuixmod is currently offline  kamuixmod
Messages: 211
Registered: July 2010
Karma: 0
Recruit
nice map. about the train i already had plans how to make it work and even squish infantry although it wont be a vehicle in le

http://img46.imageshack.us/img46/5836/kmauixsignature.png
Re: New mapping project C&C_? [message #458996 is a reply to message #458993] Sun, 06 November 2011 05:40 Go to previous messageGo to next message
renalpha is currently offline  renalpha
Messages: 1000
Registered: January 2007
Location: Holland - Zuid-Holland - ...
Karma: 0
General (1 Star)
looks good wrayfur!!! Good job.

Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: New mapping project C&C_? [message #459007 is a reply to message #458993] Sun, 06 November 2011 09:48 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
Textures are grating (there's only like 3), map looks too small (kudos on not making it TOO big though), the tunnels look obviously boolean'd in (and they look boring as hell), and in general the cliffs- as ACK would put it- look like you just made them out of clay.

Still, the design is interesting- just needs major work when it comes to the texturing. Also, might I suggest making that little "wall" on the bottom area to be more of a "double ramp" kinda shape? it just looks... awkward.

Keep working on it, and you'll come up with something good I'm sure.


Toggle Spoiler
Re: New mapping project C&C_? [message #459025 is a reply to message #458993] Sun, 06 November 2011 12:21 Go to previous messageGo to next message
iRANian is currently offline  iRANian
Messages: 4299
Registered: April 2011
Karma: 0
General (4 Stars)
He stated he slapped the textures on quickly to showcase something that isn't purple or w/e RenX colour(s).

Nod currently has an easier time defending as they have 2 entrances while GDI has 3. Could you move the WF to the left and make the tunnel lead to the right of it, so it mirrors the two entrances in front of the Strip?


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: Sun, 06 November 2011 12:22]

Report message to a moderator

Re: New mapping project C&C_? [message #459056 is a reply to message #459025] Mon, 07 November 2011 01:33 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
Messages: 1711
Registered: December 2007
Location: Amsterdam
Karma: 0
General (1 Star)
iRANian wrote on Sun, 06 November 2011 20:21

Nod currently has an easier time defending as they have 2 entrances while GDI has 3.

Wut? I see 3 for both teams :S
Unless you mean 2 because the tib entrance and tunnel entrance of Nod are really close together Satisfied


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg

[Updated on: Mon, 07 November 2011 01:35]

Report message to a moderator

Re: New mapping project C&C_? [message #459058 is a reply to message #458993] Mon, 07 November 2011 03:44 Go to previous messageGo to next message
iRANian is currently offline  iRANian
Messages: 4299
Registered: April 2011
Karma: 0
General (4 Stars)
Yeah I'm referring to that.

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
Re: New mapping project C&C_? [message #459059 is a reply to message #458993] Mon, 07 November 2011 04:27 Go to previous messageGo to next message
roszek is currently offline  roszek
Messages: 296
Registered: June 2010
Karma: 0
Recruit
I like the look.

[Updated on: Mon, 07 November 2011 14:10]

Report message to a moderator

Re: New mapping project C&C_? [message #459152 is a reply to message #458993] Wed, 09 November 2011 04:06 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
Messages: 884
Registered: April 2007
Karma: 0
Colonel
Thank you for the feedback guys.

What if I try to increase the space in the middle area and just remove the middle wall perhaps a shallow lake in the middle or another object of interest(Warehouse or something so the middle is interesting for infantry too?) something like that.

Agreed on the tunnels I will turn some of them into rockpassages so it is more diverse.
The tunnel in the GDI base is something I will look into position that it enters the GDI base is indeed different then Nods base though the road towards it is longer so I hope that might balance it.

Still thinking of the style of props needed in the map I mean alot of trees isn't the way to go in this map is my guess.
Re: New mapping project C&C_? [message #459171 is a reply to message #458993] Wed, 09 November 2011 14:01 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
Yeah that middle area just seems altogether "meh" to me. It doesn't look fun and even a little imbalanced as iRANian pointed out.

Toggle Spoiler
Re: New mapping project C&C_? [message #459172 is a reply to message #458993] Wed, 09 November 2011 14:40 Go to previous messageGo to next message
iRANian is currently offline  iRANian
Messages: 4299
Registered: April 2011
Karma: 0
General (4 Stars)
It's more imbalanced than it seems, Nod can get an Arty behind the Tiberium Refinery and shoot the middle entrance and they also can get an Arty behind Hand/Ob/Air tower and shoot the outer entrance. Because GDI tanks suck ass in Renegade it'll be even harder than on Complex or Canyon for GDI to win.

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: Wed, 09 November 2011 14:40]

Report message to a moderator

Re: New mapping project C&C_? [message #459184 is a reply to message #458993] Wed, 09 November 2011 23:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
I think it would be more visually interesting if you removed the canyon-style walls you've placed. It looks unnatural and boxed-in.
Re: New mapping project C&C_? [message #459846 is a reply to message #458993] Wed, 23 November 2011 17:44 Go to previous message
crazfulla is currently offline  crazfulla
Messages: 667
Registered: September 2006
Location: Aotearoa
Karma: 0
Colonel
two of nod's base entrances don't look viable, as the ob can easily rape vehicles overtop of the Air Strip. Maybe rearrange the Nod base a bit so GDI has a fighting chance?

"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.
Previous Topic: Need some testers & assistance ...
Next Topic: Asteroids
Goto Forum:
  


Current Time: Mon Apr 29 00:05:00 MST 2024

Total time taken to generate the page: 0.00917 seconds