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C&C Desolute [message #26429] Sat, 21 June 2003 07:22 Go to next message
Khadman is currently offline  Khadman
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Yesterday I started a map, C&C Desolute which was originally going to be based in a deep canyon with a bridge overhead. But i changed my mind (typically happens in early stages of development) and deceided to have a map with two islands connected by a bridge, which would be the main battle ground. Im still working on the terrain so thats not in any pics right now but ill show you the bridge so far. Im thiking of putting a mini complex of catwalks under the bridge to enhance it also.

http://www.n00bstories.com/image.view.php?id=1216149039

http://www.n00bstories.com/image.view.php?id=1156938422

edit:
http://www.n00bstories.com/image.view.php?id=1267684302

http://www.n00bstories.com/image.view.php?id=1037151784

Here are somemore pics. The ground texture isnt complete as you can see. But this is a general idea of what the GDI Island will look like.

[Updated on: Sat, 21 June 2003 14:47]

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C&C Desolute [message #26448] Sat, 21 June 2003 10:23 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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A consern some people may have well be the lenght of the bridge, and the time it takes to get from one base to the other, but good luck with your endevor.

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C&C Desolute [message #26450] Sat, 21 June 2003 10:52 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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The bridge isnt very long.. should only take about 1 minute on foot or so. But the bases will be set back a bit on their respective islands. There will be guard towers and this will be a flying map.
C&C Desolute [message #26454] Sat, 21 June 2003 12:03 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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If done right, this map well be realy cool, I always wanted to have a dogfight around a bridge. And some nice islands

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C&C Desolute [message #26460] Sat, 21 June 2003 12:47 Go to previous messageGo to next message
maytridy is currently offline  maytridy
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Keep the bridge very short, and set the bases back further on the islands, because the bridge is boring. The land is a better battle gournd, thats my 2 cents.

C&C Desolute [message #26486] Sat, 21 June 2003 15:10 Go to previous messageGo to next message
Captkurt
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With each map under your belt, you're bound to learn stuff, that's the main thing. if you like it, do it. good luck.
C&C Desolute [message #26509] Sat, 21 June 2003 17:03 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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here are some more photos of a more finished map.

http://www.n00bstories.com/image.view.php?id=1399780504

http://www.n00bstories.com/image.view.php?id=1196050813
C&C Desolute [message #26513] Sat, 21 June 2003 18:02 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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You are going to texture more right? Smile
I would like to see a overhead view so I can get a better idea of the layout, not to push you are anything Very Happy


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C&C Desolute [message #26514] Sat, 21 June 2003 18:17 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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of course.. Smile I havent added the tiberium, the cliff textures, or the sand textures. I'm also going to add some gun emplacements on either side of the bridge.
C&C Desolute [message #26521] Sat, 21 June 2003 19:06 Go to previous messageGo to next message
mike9292 is currently offline  mike9292
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looks nice
C&C Desolute [message #26536] Sat, 21 June 2003 20:47 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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here are some better detailed pics of both sides from a distance.

http://www.n00bstories.com/image.view.php?id=1015709436

http://www.n00bstories.com/image.view.php?id=1352860687
C&C Desolute [message #26537] Sat, 21 June 2003 20:55 Go to previous messageGo to next message
Captkurt
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I think it looks nicer then it will play. Bridge is way to long, only one way into base unless flying. Just not a real opportunistic map, but the practice of mapping is always good. The map is to simple, needs more ways in, for both infantry and vehicles.
C&C Desolute [message #26542] Sat, 21 June 2003 21:26 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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Your right, but it seemed like a good idea in my head. maybe a subway tunnel underneath the water that comes up at a different angle...

This is a good practice at mapping.. i can alays take this map, strip it, and rebuild it the way i want.
C&C Desolute [message #26546] Sat, 21 June 2003 22:07 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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Very true, this map would be great for some sort of naval warfare, and arial dog fights. If only things did not go invisable when they were far away...

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C&C Desolute [message #26571] Sun, 22 June 2003 06:00 Go to previous messageGo to next message
Falconxl is currently offline  Falconxl
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Spend some time working on the map, its a good concept it just need refinement. The valley might have been a better set up because you could have the bridge and then routes below to get to the bases. What you could try is maybe like you said a tunnel, also a sub level to the bridge, i.e. Oakland Bay Bridge.

http://www.n00bstories.com/image.fetch.php?id=1008327832
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C&C Desolute [message #26587] Sun, 22 June 2003 07:31 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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Is there a tutorial somewhere on how to make tunnels because i really have no clue. Also, putting more than one texture on a plain. (Is that called Alpha Blending?)
C&C Desolute [message #26590] Sun, 22 June 2003 07:37 Go to previous messageGo to next message
Captkurt
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The tunnel tutorial I started was never finished because I did not get back a good response when asked if it was needed.
But here is a good alpha blending tutorial at this link
http://www.btinternet.com/~glenn_hunt/alpha/index.html
C&C Desolute [message #26592] Sun, 22 June 2003 07:42 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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what about multi texturing. That tutorial only covers vertex painting.
C&C Desolute [message #26596] Sun, 22 June 2003 08:01 Go to previous messageGo to next message
Captkurt
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Khadman

what about multi texturing. That tutorial only covers vertex painting.


I believe if you turn you object/plane or whatever into a editable mesh, you should have no problems doing the multi textures. but is this really what your wanting to do?
C&C Desolute [message #26597] Sun, 22 June 2003 08:05 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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what im wanting to do is make a tiberium field on my existing grass textured plain and some details like cliffs and the like on it also
C&C Desolute [message #26598] Sun, 22 June 2003 08:07 Go to previous messageGo to next message
Captkurt
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Khadman

what im wanting to do is make a tiberium field on my existing grass textured plain and some details like cliffs and the like on it also


I would suggest using multi planes, and just texture each one with the texture your wanting to use, and then weld the planes, and alpha blend, the end results are very sweet.
C&C Desolute [message #26601] Sun, 22 June 2003 08:24 Go to previous messageGo to next message
Ugauga01 is currently offline  Ugauga01
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Use the boolean tool to pic out things out of the ground.

Das Leben ist ein scheiß Rollenspiel. -Hat aber eine geile Grafik.
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The life is a bad RPG. -But it has a great Graphik
C&C Desolute [message #26602] Sun, 22 June 2003 08:48 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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thanks ill try that.
C&C Desolute [message #26607] Sun, 22 June 2003 09:34 Go to previous messageGo to next message
Khadman is currently offline  Khadman
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Here is another pic

http://www.n00bstories.com/image.view.php?id=1151673095

I shortened the bridge to 1/3 its original length, removed the suspension cables and added a substructure as an alternate route across. Im going to put 4 tunnels in as soon as i learn how to Smile
C&C Desolute [message #26622] Sun, 22 June 2003 12:30 Go to previous messageGo to previous message
Cpo64 is currently offline  Cpo64
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Cool, I will miss the suspension cables, but, it is probly better this way.

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