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C&C_Tiberium_Wasteland [message #180416] Fri, 25 November 2005 18:17 Go to next message
JeepRubi is currently offline  JeepRubi
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Ok all my maps so far have sucked big time. This one is different, I took at least 20 hours reading new tutorials and such. There is no download yet but i have screen shots.
index.php?t=getfile&id=476&private=0
index.php?t=getfile&id=477&private=0
index.php?t=getfile&id=478&private=0
I want to add some tiberium mist and some crystals to the pit but I cant find the mist in the presets tree. I found it once a couple months ago. Some 1 Help?


Oh and for some reason the map has a conflict with C&C_Delta.mix I think its because the terrain have the same name. How would i fix these without messing up my map. I tried changing the terrain name in the preset tree and then the .w3d file but then it disappears. Again, Help?
  • Attachment: tib cave.jpg
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  • Attachment: tib pit.jpg
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  • Attachment: nod base.jpg
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HORQWER wrote on Tue, 18 September 2007 20:47

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[Updated on: Sun, 04 December 2005 18:58]

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180432 is a reply to message #180416] Fri, 25 November 2005 20:31 Go to previous messageGo to next message
Jecht is currently offline  Jecht
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From the screenshots, it looks good, but you could make it better. From the screenshots it looks very wide open(denoted from wastland I presume). Even if it is wide open though, is it the best approach to making a fun map? All the fun maps I have seen use barriers to allow you to attack the base without getting hit by the defenses(default maps such as Mesa, Field, and City_Flying come to mind).

http://img148.imageshack.us/img148/9146/hartyn4.png

[Updated on: Fri, 25 November 2005 21:34]

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180437 is a reply to message #180416] Fri, 25 November 2005 21:07 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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Add mountainous areas, and rock formations to break up the open areas, and add tiberium inected plants, etc. on/around them.

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180457 is a reply to message #180416] Sat, 26 November 2005 04:12 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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Tiberium mist is located here at Dummy Object > demo level > emitters > tiberium mist > e_low-mist.

But it doesn't seem to work in multiplayer.

Crystals can be found at Tile > DSAPO > DSAPO_Tiberium.

I suggest you only use dsp_Tiberium_Small_Double because all the others have wrong W3D settings and harvesters (and other vehicles) will get stuck on them. So if you wan't to use them you will need to edit them in Gmax, using W3D importer, which may make the textures messed up.


Beter known as "raapnaap".
www.apathbeyond.com

[Updated on: Sat, 26 November 2005 04:16]

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180466 is a reply to message #180416] Sat, 26 November 2005 06:27 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Hmmm...... Gotta problem. I cant edit the terrain in gmax anymore because every time i go to open it i get an error message and it doesnt work. Im gunna add some walls around the base with a gate (make it look more like ts)

HORQWER wrote on Tue, 18 September 2007 20:47

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180512 is a reply to message #180416] Sat, 26 November 2005 16:17 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Got a link. I have addad some wall around the bases and some crystals in the feilds. I have also put some emmiters around but only the host can see them.
http://www.lmsbc.com/downloads/renegade/maps/C&C_Tiberiu m_Wasteland.zip

If some one wants to play get me on msn (jeeprubi@hotmail.com)


HORQWER wrote on Tue, 18 September 2007 20:47

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180542 is a reply to message #180416] Sun, 27 November 2005 01:21 Go to previous messageGo to next message
Spice
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You are getting quite good at map making and progressing extremely fast. Keep at it! Thumbs Up

http://img46.imageshack.us/img46/8027/userbar358428pu3.gif

[Updated on: Sun, 27 November 2005 01:21]

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180591 is a reply to message #180416] Sun, 27 November 2005 11:43 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Alkaline, is this map good enough for your map packs.

HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180595 is a reply to message #180416] Sun, 27 November 2005 12:08 Go to previous messageGo to next message
Ma1kel is currently offline  Ma1kel
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Hhmm, I'm currently testing it and I think that it needs to be more edited before it's done.

Bugs & suggestions:
  • Fix the GDI Recon Bike PT skin, if I'm right there is a pack released that got a GDI themed Recon Bike PT skin.
  • Fix the fact that Nod has 2 Recon Bikes.
  • Add the yellow C&C Crates (didn't see any of them).
  • Make the map smaller, even for 16 VS 16 games it would still be huge. This gives Nod a Stealth Tank rush adavntage (WW maps are fun because they aren't big).
  • Make the Tiberium Field where the Harvesters go to be closer to the 2 bases.
  • Make the terrain next to the bases hillier. (Just like you did left from Nod's base).
  • Add some blockers to prevent falling of the map when drive up the hills.
  • Add some more terrain objects like trees walls etc, maps with more terrain objects play better and are more fun (field.mix and Under.mix) for example.


This are just some bugs/suggestions, it's up with you what you do with them. But I must say it's a excellent map in terms of layout.

EDIT: Make it way smaller, you can easily get next to GDI's base without the AGT shooting you, then you can get behind the Weapons Factory with only the GT shooting you.


[Updated on: Sun, 27 November 2005 12:14]

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180597 is a reply to message #180416] Sun, 27 November 2005 12:27 Go to previous messageGo to next message
htmlgod is currently offline  htmlgod
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Well, I took some time to try this map out, and I can definitely say that it is a great improvement over your previous projects. It's almost playable to the point of being worth distributing to large public servers that run fanmaps. However, you definitely have some room for improvement. For example, a lot of your textures are mapped poorly. Specifically, they tile far too little. If you take a look in the tunnels underneath the mountain, the ground is diamond plating, which is a kind of metal tread, but on your map, the individual treads are about 2 feet long, when in reality they should be about an inch long. You have similar scaling problems in modeling; the tunnels, which should be appealing to both infantry and vehicles, would, in large games, just turn into a sniping hell, because there's nowhere to hide and the hallway is so wide and straight that you might as well be on a shooting range; nothing other than a good sniper would stand a chance of getting anywhere worth being in the tunnels. In general, congratulations on your improvement, and I hope you keep it up. Also, as you continue to fine tune your mapping skills, try playing around with some other things, such as balancing or presets. For example, many mappers improve the appeal of the recon bike by altering its physics - giving it a negative lateral movement arm causes it to lean into turns. Smaller tweaks like this will make your maps much more enjoyable, once you perfect the general modeling and texturing to making a good map.

Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.

http://newhope.conquergaming.com/OtherStuff/NIKE.jpg
Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #180614 is a reply to message #180416] Sun, 27 November 2005 16:33 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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There isn't much left i can do to this map because i cant edit the physical terrain. My gmax freezes every time i try to open it. As for the recon bikes i will edit them and i have already taken away the 2 for Nod so now they have 1.

HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #181314 is a reply to message #180416] Sun, 04 December 2005 00:07 Go to previous messageGo to next message
Alkaline is currently offline  Alkaline
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Deleted
*Offcially Sparks Alkaline's Intrest*
Big Ups


Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #181385 is a reply to message #180416] Sun, 04 December 2005 18:52 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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New Version!

OK, ive added some stuff. Heres a list:

-Walls around both bases.
-Crystals and trees added tiberium feilds and in cave.
-Weapon Spawners.
-Alein space craft chrashed outside nod base.
-Some buildings and outposts around the map
-Another hummer avalable for purchase
-Fixed some of the other flaws and small gliches in the map.

I was going to add some vis sectors but i can't because of the problem were i can no longer edit the terrain.

Here are a few screenies.
index.php?t=getfile&id=513&private=0
index.php?t=getfile&id=514&private=0

And the download.
  • Attachment: gdi.jpg
    (Size: 39.74KB, Downloaded 364 times)
  • Attachment: ship.jpg
    (Size: 40.59KB, Downloaded 360 times)


HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: C&C_Tiberium_Wasteland [message #181467 is a reply to message #180416] Mon, 05 December 2005 17:35 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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K guys. You know there was a link to download but i dont know if you missed it or not. Here it is again, ill make sure you can see it.

DOWNLOAD


HORQWER wrote on Tue, 18 September 2007 20:47

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Re: C&C_Tiberium_Wasteland [message #181546 is a reply to message #180416] Tue, 06 December 2005 17:15 Go to previous messageGo to next message
Alkaline is currently offline  Alkaline
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I keep falling down on the map Huh Dont Get It
I think I'm missing some terrain files, may it uses another map for terrain...

Or maybe there is a map conflict Sad...


Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #181547 is a reply to message #180591] Tue, 06 December 2005 17:16 Go to previous messageGo to next message
Alkaline is currently offline  Alkaline
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Jeep Rubi wrote on Sun, 27 November 2005 13:43

Alkaline, is this map good enough for your map packs.



looks pretty damn good... Now if I can only get it to run properly...

Their seems to be a conflict that cuasing a problem with this map...hrm...


Re: C&C_Tiberium_Wasteland ( LOOK ITS BETTER) [message #181548 is a reply to message #181547] Tue, 06 December 2005 17:26 Go to previous messageGo to next message
Coolair is currently offline  Coolair
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Alkaline wrote on Tue, 06 December 2005 19:16

Jeep Rubi wrote on Sun, 27 November 2005 13:43

Alkaline, is this map good enough for your map packs.



looks pretty damn good... Now if I can only get it to run properly...

Their seems to be a conflict that cuasing a problem with this map...hrm...


Ill have a look and see if it happens to be aswell.
Re: C&C_Tiberium_Wasteland [message #181550 is a reply to message #180416] Tue, 06 December 2005 17:32 Go to previous messageGo to next message
Coolair is currently offline  Coolair
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Yep same happens to me :/ no ground outside of any structures. And you fall as soon as you walk out the doors of a building.

But it looks like it would be a cool map if fixed.

[Updated on: Tue, 06 December 2005 17:33]

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Re: C&C_Tiberium_Wasteland [message #181551 is a reply to message #180416] Tue, 06 December 2005 17:38 Go to previous messageGo to next message
Alkaline is currently offline  Alkaline
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ok, tried it out. Yes you are right abou thte C&C_Delta confict.. too bad about that, it would definatley need to be fixed Blush

Now some comments,
yes, crates are needed, no crates any where. The spaceship definatley needs some, and possible some way to get on top and have a snipping position.

Gdi can very easily sneak into enemy base by creeping along the edge of the walls with tanks/infantry; but nod gets hammered if they try to do this. Maybe make some treches or something along the edges of the map on the entrances that force gdi to get closer to the obelisk when rushing nod.

Recons should have some armor, 150/150 would be nice and perhaps increase the rate of fire. Also Gdi should have the golden recon bike (like in titan's maps e.g. country_side)

other than that the map looks really polished! Fix up some of these little bugs and we'll get in Mappack7D (release eta Late Jan/Early feb 2006) Big Grin Thumbs Up


Re: C&C_Tiberium_Wasteland [message #181592 is a reply to message #180416] Wed, 07 December 2005 05:28 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Ok i can fix most of these but the sneaking into the Nod base is intentional. It is impossible to get into the Nod base with ANYTHING GDI has.

The recon bike is gold i just dont have the pt skin for it.

Blush And umm how would i add crates? Blush


And as i said before i CAN NOT fix the terrain because RenX crashes every time i attemp to.


HORQWER wrote on Tue, 18 September 2007 20:47

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Re: C&C_Tiberium_Wasteland [message #181596 is a reply to message #180416] Wed, 07 December 2005 06:02 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Ah crap I was trying to rename the terrain, now the thing wont even open. Umm what CAN i do?

Maybe you can get intouch with the creator of delta and ask him/her to change its terrain since mine is so screwed up?


HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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[Updated on: Wed, 07 December 2005 06:11]

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Re: C&C_Tiberium_Wasteland [message #182295 is a reply to message #180416] Wed, 14 December 2005 20:23 Go to previous messageGo to next message
Alkaline is currently offline  Alkaline
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contact titan or maybe aircraft killer...
by crates I mean yellow boxes like ammo refil/points/random

The ssaow server side mod changes these yellow boxes to crates.


Re: C&C_Tiberium_Wasteland [message #182323 is a reply to message #181596] Thu, 15 December 2005 10:17 Go to previous message
danpaul88 is currently offline  danpaul88
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Jeep Rubi wrote on Wed, 07 December 2005 13:02

Ah crap I was trying to rename the terrain, now the thing wont even open. Umm what CAN i do?

Maybe you can get intouch with the creator of delta and ask him/her to change its terrain since mine is so screwed up?



You can't rename a .w3d file, the name is tied to the file so renaming it would break the .w3d

Change it's name back to the original to fix this.

BTW: If its not loading in Gmax then use a w3d importer to get it back, but all the building settings will be messed up, so you would need to delete and remerge them into the terrain.


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