C&C Platforms WIP [message #482934] |
Sat, 03 August 2013 13:54 |
UnitXc
Messages: 116 Registered: March 2009
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[None of the buildings or surfaces are to scale, since i have no reference from the actual game, all measurements are from memory]
a very early wip, spent about 3 hours on it so far, its just a concept at this stage but in a few months hopefully will turn into the real thing.
Based on the Starwars Battlefront map, Bespin Platforms which i thought was the best map, ive made it bigger to allow use of tanks on this floating map, aircraft will be able to go under and over this map. However I may implement Base defences (minor or major or both) on the underside of the platforms to avoid too much under platform camping (though with .
the infantry tunnel runs paralell to the Vehicle tunnel being directly beneath it with 2 ladders connecting the two sections, (hopefully infantry can climb up from the infantry tunnel up to the vehicle section either to help defend or potentially get behind an attacking front) the infantry tunnels (at the moment) will lead to the Center platform where they then break the surface on either side of the Middle platform, to get into the enemy teams tunnels you need to cross the surface of the center platform potentially being ran over by attacking vehicles.
The front 2 platforms on the GDI side are concave allowing MLRS to be completely concealed when retreated fully back into its center, unless there are enemies on top of the center platform roof they will be hard to hit, making potentially a good player made defence, based on my measurements (which are mostly inacurate apart from this one) the MLRS/Art will be able to hit any area of the center platform from their respective forward defence positions (as shown by the blue disk)
and thats all atm. id show the inside of the tunnels but its just grey and not very nice to look at atm
the current building set up is WF, Bar, Silo x2, Rep pad, Helipad. this map will be a snipers wet dream however balance can come later when its more solid.
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Ive decided rather than working on a different platform layout for nod (as there was in Battlefront as shown in the image)
Im just going to mirror the landscape, really because of the amount of main structures im using (2) it wouldnt make sense for the nod side to have 3 Main platforms as opposed to 2. so mirroring is the best option, it also will make texturing a 100 times easier since everything it pretty much flipped or reversed from a half or quarter section, if it looks too horrid i can work on the UV's more indepth.
Ive added a small platform beneath the first main platofrm for each side, enabling (potentially) for the side in question to defend better against threats coming from beneath the ground plane, you can get to this platform via a lift, the door to which faces backwards to avoid being insta-sniped as soon as the doors open.
there will be vehicle blockers under here to prevent landing on it and hopefully some kind of code which will disable nukes placed on it, in the lift, or in the tunnels beneath the Hand/WF.
What do you think about the structure placement? do you think nod Hon should go infront of the Air? i put hon first to prevent GDI shooting both buildings at the same time. Air would have to be reduced to just a drop pad, rather than the full airfield, tower still there of course.
I have a question i want to ask you guys about the center of the map too.
does anyone have any ideas for what should go here? if anything. seems a bit too open somehow but blockers would be annoying to navigate around i think. any thoughts are welcome.
Next is texturing based on feedback from these.
[Updated on: Sat, 03 August 2013 13:56] Report message to a moderator
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Re: C&C Platforms WIP [message #482938 is a reply to message #482934] |
Sun, 04 August 2013 04:09 |
UnitXc
Messages: 116 Registered: March 2009
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thank you, do you have any ideas about what should go in the center? or should it stay plain.
also, my map is still not to scale because i still do not have any object from renengade in obj format to get this right, will anyone be able to help me with this?
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Re: C&C Platforms WIP [message #482942 is a reply to message #482934] |
Sun, 04 August 2013 11:00 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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For the center, possibly as a homage to Bespin's cloud city, you could use the room with the famous carbonite scenes, or maybe the room with the long walkway where Luke falls rather than accept Vader's hand.
In fact, I would model the entire thing on cloud city to be honest, some cloud mining machinary and other objects.
Many of those structures have the same sort of shape to the buildings in Mos Eisley. Although I'm assuming yours are going to be metal, rather than the sand stone looking structures found on Tatooine.
Perhaps a Mos Eisley Cantina clone wouldn't be a bad idea on one of those pads, just as a little tribute?
[Updated on: Sun, 04 August 2013 11:00] Report message to a moderator
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Re: C&C Platforms WIP [message #483049 is a reply to message #482934] |
Sun, 11 August 2013 04:19 |
UnitXc
Messages: 116 Registered: March 2009
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because i wanted it to have renengade textures.
1 to make it look like its a renegade map by providing familiar textures
2 to avoid having to make textures myself (why would i make the textures when there is a absolutely massive library of them to use for free )
3 because i knew it would look great with renegade textures on it anyway.
also theres not much point in fannying around with the textures for too long when theres so much more work ahead, like actually getting max8 to work, getting the service packs for it, actually getting this to look like it does now in max8, re-learning how to use max8, and then all the renegade related things that there are to do on top of that, spawn points, actual buildings, blockers, hitboxes.
[Updated on: Sun, 11 August 2013 04:22] Report message to a moderator
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Re: C&C Platforms WIP [message #483051 is a reply to message #483050] |
Sun, 11 August 2013 05:02 |
UnitXc
Messages: 116 Registered: March 2009
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Xpert wrote on Sun, 11 August 2013 04:51 | I liked it up until you added the walls_flying-like floors on one side of the platform. Everything else looks good.
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how do you mean?
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Re: C&C Platforms WIP [message #483052 is a reply to message #483051] |
Sun, 11 August 2013 05:10 |
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UnitXc wrote on Sun, 11 August 2013 20:02 |
Xpert wrote on Sun, 11 August 2013 04:51 | I liked it up until you added the walls_flying-like floors on one side of the platform. Everything else looks good.
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how do you mean?
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I think he means like how one of the bases has all those cross road markings on the ground.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: C&C Platforms WIP [message #483055 is a reply to message #482934] |
Sun, 11 August 2013 09:43 |
UnitXc
Messages: 116 Registered: March 2009
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the ones in image 3 ? on the GDI base?
or the ones in image 6 and 7 that goes across half the platform, the red/yellow dashed lines?
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Re: C&C Platforms WIP [message #483060 is a reply to message #482934] |
Sun, 11 August 2013 16:11 |
UnitXc
Messages: 116 Registered: March 2009
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do you have any idea what you think would be suitable there?
I couldnt really find anything i thought was a definate "Yes." when i looked through the file with cc mixer.
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Re: C&C Platforms WIP [message #483066 is a reply to message #482934] |
Sun, 11 August 2013 18:36 |
UnitXc
Messages: 116 Registered: March 2009
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the question was what to put there, since we are talking about texture we are talking about what it looks like, not whether or not its from the renegade files or not.
since i already said there wasnt anything that jumped out at me, its pretty obvious im going to have to make my own.
how about using your head and giving decent ideas or feedback, thanks.
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Re: C&C Platforms WIP [message #483081 is a reply to message #483068] |
Mon, 12 August 2013 09:47 |
UnitXc
Messages: 116 Registered: March 2009
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Aircraftkiller wrote on Sun, 11 August 2013 19:57 | I gave you great advice. I told you to make your own textures instead of using someone else's work, so you'd have full control over whatever result you wished to have. Instead, you said "HURRDURR THAT R NOT WUT I SED LOL" and decided to do what I told you from the beginning. Great listening skills, sparky.
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God you just arent getting it into your skull, so your retardedness does not deserve any further response, have a nice day.
Jerad Gray wrote on Sun, 11 August 2013 19:49 |
Cool your jets ACK, don't tell me you've never made something one way, then later decided it'd look better differently?
Is the back ground in maya, or is it in LE?
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I dont mind the way it looks now, i was responding to Xperts feedback saying the texture bugged him, in three responses all ack can be bothered to say is "LOL MAKE OWN TEXTURES PLZ K? LOL" even if i say "yes i'll have to make my own texture" hes like "LOL NO PLS MAKE OWN TEXTURES".
the background is a sphere panorama image i made in Maya, it can be put on any sphere to create the same distant background feel.
what is LE?
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Re: C&C Platforms WIP [message #483093 is a reply to message #483083] |
Mon, 12 August 2013 14:17 |
UnitXc
Messages: 116 Registered: March 2009
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yea i wanted to differenciate it somewhat, i think it only looks a little awkward at the moment because there are no buildings in the space, you wouldnt notice it so bad when its covered by structures.
either way id need something a little lighter for GDI floor, like i did with the tunnels.
and and a reason im not (or trying not to) make my own higher res textures which i could do quite easily, is because the REST of the things on the map wouldnt look anywhere near as nice, and so id end up doing the entire games worth of textures just to make it look right.
it would be like putting a nintendo 64 character model into a Crysis 2 environment. we are used to shit and we love it, which is why we are still here, and so shit will stay so that it is all the same level we expect to see.
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Re: C&C Platforms WIP [message #483095 is a reply to message #483081] |
Mon, 12 August 2013 16:33 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
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General (5 Stars) |
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UnitXc wrote on Mon, 12 August 2013 12:47 |
God you just arent getting it into your skull, so your retardedness does not deserve any further response, have a nice day.
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In other words, you're mad because I pointed out the obvious solution to your problem. Renegade textures aren't made for what you're doing. They're old, low-res, and of dubious quality. You then apply them to what's by all means a rather good looking game environment and then you're confused as to why they look bad? Okay, sure.
Also, your claim that you could make high-res textures easily conflicts with your earlier statements about it being too much work. CGTextures is a great resource that will minimize the amount of time you spend creating textures. Instead of calling me retarded, you could take the time you're using to post silly insults and create textures that would make this work look outstanding instead of simply good. I don't mind helping you with that if you're willing to learn.
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