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Re: C&C_The_Canyon (Wip infantry map) [message #456741 is a reply to message #456597] |
Mon, 03 October 2011 23:00 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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Nice, has a simple yet functional layout. A few things:
1: As pointed out, change up the cliff poly's a bit- they definitely look too smooth to feel like rocks. I usually just manually move vertexes around for this, it seems to work pretty well.
2: Spice up the tunnels- add things like barrels, crates, and those sorts of things. Maybe random little rooms off to the side with several entry points? Could contain a money crate or something simple, yet worth fighting over.
3: Maybe add a few small buildings? Not sniper towers, just small little derelict structures with a couple entry points.
Also, while it has a nice design, it definitely could use some atmosphere. Lighting helps with this a lot.
Hope to see this go somewhere
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: C&C_The_Canyon (Wip infantry map) [message #456805 is a reply to message #456803] |
Tue, 04 October 2011 12:19 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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Aircraftkiller wrote on Tue, 04 October 2011 14:58 | That looks much better. What I meant by "roughing up" the terrain isn't just making it prickly-looking. I meant you should also create terrain features. Make cliffs that look like cliffs, plateaus on the top of the mountains with a jagged cliff edge, etc. There's a lot you can do with that terrain. Maybe you should consider making a jagged path up the mountain to have a vantage point.
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Well i didn't originally plan this to be full of terrain features, but there is still plenty of time for me to edit it further. I guess a path or two from each base leading up the ridge a bit higher would help for a vantage point, but otherwise i don't really want too many different paths. I'll see what i can do though.
Added a new path on the other side, and one vantage point in each base. Should be ready to start texturing again pretty soon.
[Updated on: Tue, 04 October 2011 17:14] Report message to a moderator
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Re: C&C_The_Canyon (Wip infantry map) [message #456831 is a reply to message #456597] |
Tue, 04 October 2011 19:29 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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That 2nd last screenshot points out a potential issue... tunnel beacons. Might pay to relocate the Bar / HON or do as I said before, put more bends in the tunnels so they go around the buildings rather than underneath them.
"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
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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[Updated on: Tue, 04 October 2011 19:32] Report message to a moderator
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Re: C&C_The_Canyon (Wip infantry map) [message #456833 is a reply to message #456831] |
Tue, 04 October 2011 19:47 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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crazfulla wrote on Tue, 04 October 2011 22:29 | That 2nd last screenshot points out a potential issue... tunnel beacons. Might pay to relocate the Bar / HON or do as I said before, put more bends in the tunnels so they go around the buildings rather than underneath them.
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Guess i didn't actually think of the tunnel nuking when i started, so i guess ill make them go a bit further from the structures and have some bends in it.
And that suddenly gave me the idea to try playing fjords alone, and noticed you can nuke almost every building from the tunnels. Not that i will keep mine where they are, but many stock maps as well as fan maps seem to play out fine, despite being able to nuke from a tunnel.
[Updated on: Tue, 04 October 2011 20:04] Report message to a moderator
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Re: C&C_The_Canyon (Wip infantry map) [message #456878 is a reply to message #456831] |
Wed, 05 October 2011 09:18 |
FeaR
Messages: 87 Registered: January 2006 Location: Netherlands
Karma: 0
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Recruit |
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crazfulla wrote on Tue, 04 October 2011 19:29 | That 2nd last screenshot points out a potential issue... tunnel beacons. Might pay to relocate the Bar / HON or do as I said before, put more bends in the tunnels so they go around the buildings rather than underneath them.
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Cant you just make scriptzones that prevent the tunnels from beacons being planted in there ? (if thats possible offcourse)
[Updated on: Wed, 05 October 2011 09:19] Report message to a moderator
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Re: C&C_The_Canyon (Wip infantry map) [message #456879 is a reply to message #456878] |
Wed, 05 October 2011 09:30 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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Spacer wrote on Wed, 05 October 2011 09:18 | Cant you just make scriptzones that prevent the tunnels from beacons being planted in there ? (if thats possible offcourse)
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Probably, but then n00bs couldn't waste their money, thus making them easier to prawn.
"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
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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Re: C&C_The_Canyon (Wip infantry map) [message #457563 is a reply to message #457559] |
Tue, 11 October 2011 16:18 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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iRANian wrote on Tue, 11 October 2011 18:58 | I don't like the textures you're using at the moment. Also the tunnel seems a bit...long with the corridors being short.
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I have been trying to get the texture theme better, but i guess i can always rework it a bit more. As for the tunnels, yes they are long because they have to go around the barracks and Hand of Nod, otherwise i can't really make them any shorter. I made it angle itself inwards to avoid people sniping from one end to the other, i can't really do much about completly changing the shape yet again lol.
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Re: C&C_The_Canyon (Wip infantry map) [message #457565 is a reply to message #456597] |
Tue, 11 October 2011 16:26 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Nice looking map.
But try not to make too many different pathways. As small as the map is, the more paths there are the more you're dividing up the players.
In a game with 20 players on a map with 4 ways into each base, you cause players to end up either by themselves or in small groups of 2 or 3... and that results in dull gunplay.
Not only that, but you also ensure that bases will go undefended more often since players would be off in one part of the map where they aren't able to return to base in time if it becomes under attack.
[Updated on: Tue, 11 October 2011 16:30] Report message to a moderator
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Re: C&C_The_Canyon (Wip infantry map) [message #457567 is a reply to message #457565] |
Tue, 11 October 2011 16:38 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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Quote: | try not to make too many different pathways. As small as the map is, the more paths there are the more you're dividing up the players.
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Well i tried to make only a tiny bit more space down there, only to add some realism. The tiberium silo building room is a short distance to walk from the main tunnel entrance, so i don't think it will cause any problems in walking distances.
Quote: | In a game with 20 players on a map with 4 ways into each base, you cause players to end up either by themselves or in small groups of 2 or 3... and that results in dull gunplay.
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I don't know about dull gameplay, to me a map that has very limited ways in, causes it to be repetative. (people mining the 1-2 entrances and everyone ending up being snipers) There hasen't been that much more room added, it is still the same distance between the bases.
Quote: | you also ensure that bases will go undefended more often since players would be off in one part of the map where they aren't able to return to base in time if it becomes under attack.
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The fact that it has 4 ways into the base, only makes defending it easier. If someone nukes the barracks while your underground you can easily get back to the base on time to defend it, though as in any map, if everyone leaves the base it's their own damn fault lol.
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