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Home » Renegade Discussions » Mod Forum » Tiberium Crystal War: Map Preview - Walls
Tiberium Crystal War: Map Preview - Walls [message #451650] Mon, 15 August 2011 04:21 Go to next message
zunnie is currently offline  zunnie
Messages: 2959
Registered: September 2003
Location: Netherlands
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General (2 Stars)

http://www.youtube.com/watch?v=FaNGc3xLzks

Smile


https://multiplayerforums.com/uploads/monthly_2018_03/TCW2_Signature.png.6236a0dbc6e1e53472a18fe8cd15e47b.png
Re: Tiberium Crystal War: Map Preview - Walls [message #451673 is a reply to message #451650] Mon, 15 August 2011 12:56 Go to previous messageGo to next message
Tupolev TU-95 Bear is currently offline  Tupolev TU-95 Bear
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Registered: April 2009
Location: Rìoghachd Aonaichte
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General (1 Star)
Finally my favorite map is in TCW Thumbs Up

Decent people


Quotes or w/e

Re: Tiberium Crystal War: Map Preview - Walls [message #451681 is a reply to message #451650] Mon, 15 August 2011 19:35 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
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General (5 Stars)
It's interesting, but could use a lot more detailing. I would recommend putting in cover. Just because Renegade was bare doesn't mean your mod has to be. Use foliage, rocks, bushes, natural features of the terrain, etc - and consider opening up the terrain a bit more. Nowhere will you ever find a canyon that someone is willing to fight over if they can't get in or out of it.

Knock down the outer walls of the level and make it look like it's part of an environment, instead of a canyon-island in the middle of the sky. Use some more texture blends. Push it father. Even light map it - it's small enough to easily do it.

It's a good start, but go farther!
Re: Tiberium Crystal War: Map Preview - Walls [message #451707 is a reply to message #451650] Tue, 16 August 2011 09:30 Go to previous message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
Registered: September 2006
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General (3 Stars)
Looks like you need to weld some vertexs to fix the lighting issues and yea need some alpha blending.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
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