C&C_Dockside [message #472745] |
Fri, 03 August 2012 13:05 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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One of my older ideas was to incorporate a railway into a renegademap.
However my earlier maps didn't work out the way I wanted them to so I redesigned the idea and I'm wondering what you guys think of it.
The map is nearing completion!
Only one thing remains does anyone know a way to setup a scriptzone that only allows one objectID to physically go through it?
And I want to know what you guys think of it so I can improve the map before releasing it.
The Idea is that it is a fast rush map.
Base defenses are basically only there to kill single wandering souls.
Story behind the map is that a leaking liquidtiberium train transport infested a abandoned dock/harbor with tiberium and that leaves GDI and Nod fighting over the rampart growing tiberium.
Polygon count of the map is 48068 with collision zones.
Currently there are two trains setup one with cargo and one without.
There are also some civilian vehicles setup to drive over the bridge in the infantry only space.
The train/cargo model I currently use is a temporary model.
Now onto some screenshots!
LE Top en Front view ->
In game screenshots ->
[Updated on: Fri, 03 August 2012 13:07] Report message to a moderator
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Re: C&C_Dockside [message #472750 is a reply to message #472747] |
Fri, 03 August 2012 15:30 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Aircraftkiller wrote on Fri, 03 August 2012 14:29 | You should add fences next to the area where the trains are, and scale them appropriately to the size of the character.
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My original reason not to add fences to the area was that you would be able to get on the train tracks and if you where in bad luck the train would run you over.
However it does sound silly that someone would build a bridge with an unprotected railroad.
Aircraftkiller wrote on Fri, 03 August 2012 14:29 | Other than that, it looks like a good start. Put some more work into it and I imagine it will look more interesting.
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Thank you, one question would you be able to help me out with some of the texturing via ts or teamviewer?
I don't have that much texturing experience and would love to get better at that.
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Re: C&C_Dockside [message #472974 is a reply to message #472960] |
Wed, 08 August 2012 10:34 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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Well the bridge is divided in an infantry only zone and a vehicle zone.
When looking at the top view: North of the railroad is infantry only.(Some civilian vehicles roam the roads but for the rest no vehicles)
South of the railroad is the only place where the player can go with vehicles.
However a gunner rush might have a lot of potential from above. They can hit the ref + hon but I think it would cost enough time to allow it.
I will look into the emissive settings of the crystals currently I had set it to light green.
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Re: C&C_Dockside [message #472986 is a reply to message #472745] |
Wed, 08 August 2012 17:01 |
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roszek
Messages: 296 Registered: June 2010
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Recruit |
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I dunno the crystals just don't look right to me; they just don't have that polished look.
The one I placed in your ss uses dsp_firelog3.tga uvw unwrapped.
Edit: On second thought they look fine it's probably just me.
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Attachment: crys.jpg
(Size: 83.88KB, Downloaded 329 times)
[Updated on: Wed, 08 August 2012 17:20] Report message to a moderator
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Re: C&C_Dockside [message #473027 is a reply to message #472745] |
Fri, 10 August 2012 08:04 |
Major-Payne
Messages: 561 Registered: March 2012 Location: Im actually MUDKIPS
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wow that does look good
It's all part of the big illusion that we perpetuate on ourselves and in turn is perpetuated upon us. When we believe, we engage the illusion. When we stop believing we shatter the illusion and shatter ourselves in the process. Because we are, part of it.
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