something new im working on [message #51118] |
Sun, 12 October 2003 19:17 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Something simple that I didn't plan out but just started modeling terrain around the dummy bases
I like how it turned out and im going to complete it into a TS style map with some TS bridges and plateau's around so you can overlook and battle TS style...no TS vehicles will be used and im getting rid of the GDI recon and replacing it with a Tow missle humvee...prob will include flying aswell....im looking to keep it a bigger style map that way I won't have to create VIS and keep a low poly count too.
If vis is needed I'll send it to a dual processer PC to have it generated.
Here's the layout and a question....Should I block off the moutain between the bases to not allow vehilces?
Blue arrows mark tunnels...prob will have a few uplevel tunnels to overlook the bases(siege,High Noon style)
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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something new im working on [message #51129] |
Sun, 12 October 2003 20:31 |
flyingfox
Messages: 1612 Registered: February 2003 Location: scotland, uk
Karma: 0
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General (1 Star) |
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Excellent work Titan.
As for your question, I think you should perhaps allow vehicles there, although with that steep a mountain on some parts, I don't see how more than a Humm-vee or Buggy would climb them.
The reason I say you should consider allowing them is that I think of the map Hourglass and how one stratedy would be assaulting the enemy base from the top. If that map was kept to the sides, it wouldn't be very fun. I know the scale of the middle between Hourglass that your map is a big one and rather stupid to compare them, so I'll sum it up by saying it would be cool to assault bases from the top down and pose more strategy on the defensive part to defend the bases.
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something new im working on [message #51156] |
Mon, 13 October 2003 08:35 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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If you are hving flying vehicles and it is going to be big then you should definately use VIS. I would say that the only situation you may not need VIS is a deathmtch map without vehicles, even then it is still good practise to do it.
I don't think you can take advantage of a dual processor machine when generating VIS. I used a Athlon MP 2200+ machine to test it out before and I could only use the one processor as it was a 32 bit application. I then tested it on a P4 2.2 Ghz I was building at the time and it did it in about 2/3 of the time od the dual CPU one.
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something new im working on [message #51522] |
Wed, 15 October 2003 16:29 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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The more snipers that go head hunting will also keep MRL's and ART's from camping.
I modified a few textures for this...such as modified the road to look exactly like the one in TS...also The tiberium wont have that crappy brown layer under it and look like its on the actual surface....and adjusted the cliffs to have that darker shade to it.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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something new im working on [message #51575] |
Thu, 16 October 2003 00:16 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Those come in handy when thinking of an idea for a map....easy to move around without putting strain on my pc...BTW,my ocean now shows up thanks to you!!
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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