Re: Another WIP Map [message #188385 is a reply to message #185913] |
Sat, 04 February 2006 06:58 |
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Spice
Messages: 1448 Registered: November 2003 Location: Ohio
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General (1 Star) |
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The AGT would stop anything else besides artilleries, they might beable to hit the War factory aswell as the barracks.
GDI has infantry access to the hand of nod and ped, nod doesn't have acess to anything. Net to mention GDI can point whore their ref with anything. Nod can rush.. That's about it.
[Updated on: Sat, 04 February 2006 06:59] Report message to a moderator
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Re: Another WIP Map [message #188388 is a reply to message #185913] |
Sat, 04 February 2006 07:12 |
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The ped will be in the middle of the base on some.... thing i will make.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Re: Another WIP Map [message #188420 is a reply to message #185913] |
Sat, 04 February 2006 17:29 |
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for scenery im adding a backdrop if someone would tell me what the texture is called for the mountains.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Re: Another WIP Map [message #189771 is a reply to message #188411] |
Mon, 13 February 2006 11:43 |
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Titan1x77
Messages: 1086 Registered: February 2003
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General (1 Star) |
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DreamWraith wrote on Sat, 04 February 2006 17:29 | I agree with exdeath about the balance.
I thought i would also note, since the PP is an external scenery item, you might want to delete the proxy for the internal mesh, as it wont be needed, if you haven't already done that. Would be a waste of poly's.
Also, as far as adding scenery, i would suggest just making some low polygon mountains in the background, and maybe adding some low poly tree models.
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good advice....just make sure you keep the door proxys or place some doors that dont open on the external mesh of the PP's.
Maps looking good...keep it up
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: Another WIP Map [message #189789 is a reply to message #185913] |
Mon, 13 February 2006 13:51 |
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For the backdrop, ill make some low poly mountains but id still like a 2d backdrop to end it.
Someone tell me what the texture is called for the mountain backdrop please! I dont want to go through the always.dat for an hour.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: Another WIP Map [message #189794 is a reply to message #185913] |
Mon, 13 February 2006 14:31 |
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Either M02 or C&C_Feild
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
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Re: Another WIP Map [message #189888 is a reply to message #185913] |
Tue, 14 February 2006 10:17 |
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Dave Mason
Messages: 2357 Registered: April 2004 Location: Shropshire, England
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General (2 Stars) |
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Add some rocks and trees in, it's a very wide open space at the moment. Apart from that it looks like it will be a decent map to play.
www.myspace.com/midas
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Re: Another WIP Map [message #189957 is a reply to message #189935] |
Tue, 14 February 2006 14:22 |
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Dave Mason
Messages: 2357 Registered: April 2004 Location: Shropshire, England
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General (2 Stars) |
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DreamWraith wrote on Tue, 14 February 2006 20:01 | by the looks of it, nod's harvester is going to take about 133% of the time GDI's harvester is to complete a single run.
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The Nod refinery is alot closer to that tiberium than the GDI spot one. I think it will still take slightly longer though, 110% maybe.
www.myspace.com/midas
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Re: Another WIP Map [message #189964 is a reply to message #185913] |
Tue, 14 February 2006 15:35 |
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The initial path is longer for nod but the repeditive path is longer for gdi, most maps harvys dont go at the same time anyway.
Renardin6 wrote on Tue, 14 February 2006 14:52 | Add lightmaps.
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I would but im using gmax not 3ds max and i dont know how to use 3ds max anyway. When im done if someone would do it for me that would be great.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Renegade Forums - Official Drama Perpetuator.
[Updated on: Tue, 14 February 2006 15:39] Report message to a moderator
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Re: Another WIP Map [message #190004 is a reply to message #185913] |
Tue, 14 February 2006 21:26 |
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DreamWraith
Messages: 130 Registered: November 2005
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Erm yes, my dyslexic self mixed up nod and GDI. I did mean GDI would take longer.
sure, some maps arent synchronized, but that is practically twice the distance now that you have lined it out. gdi will be at an economic disadvantage.
[Updated on: Tue, 14 February 2006 21:27] Report message to a moderator
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Re: Another WIP Map [message #190006 is a reply to message #185913] |
Tue, 14 February 2006 21:38 |
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Titan1x77
Messages: 1086 Registered: February 2003
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General (1 Star) |
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easy fix for the harvys.....play test the map and get the timing just right for both of them.
Some maps i have made the WF/AIR where in spots not ideal to get the harvy going at the same pace for both teams.
once you find the exact time for each team, Temp a new REF controller and change the load time for the team thats moving to fast...example would be GDI is quicker by 3 seconds...change unloud time to 13 seconds for GDI's REF.
** make sure you delete the old REF controller, Save, and shut down LE....load it back up and THEN place the new REF controller.
If theres a large time gap....you then may consider re-arranging the base or Tiberium field setup.
From the looks of it....Nod might need an unload time of like 16-18 seconds.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: Another WIP Map [message #190007 is a reply to message #185913] |
Tue, 14 February 2006 21:38 |
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DreamWraith
Messages: 130 Registered: November 2005
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If it was just a small difference it would be one thing. But by the looks of it Nod would bring in money almost twice as often.
EDIT: maybe not quite twice as often, but for every dump gdi gets, nod would get about 1 2/3rds.
EDIT:
Also what you refer to as a one time disadvantage, would in fact be a recurring disadvantage every time the harvester was destroyed. say the harv gets destroyed 3 or four times, it starts to add up and GDI falls way behind.
[Updated on: Tue, 14 February 2006 21:44] Report message to a moderator
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Re: Another WIP Map [message #190008 is a reply to message #190005] |
Tue, 14 February 2006 21:43 |
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Titan1x77
Messages: 1086 Registered: February 2003
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General (1 Star) |
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Aircraftkiller wrote on Tue, 14 February 2006 23:38 | Weld the buildings to the terrain, press S and turn on 3D snap. Shift and right click, set your snap settings to Grid and Vertex. Snap vertex points to the building edges, there's no reason for them to be sitting on the ground instead of being part of it.
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Shouldnt he just use vertex for the snap settings?
A grid point may be close to a vertex of the building and will leave a gap.
Once you do this you should save the cut out terrain around your buildings for easy building placement in the future....also use the flying buildings or else youll have to do it again.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: Another WIP Map [message #190058 is a reply to message #185913] |
Wed, 15 February 2006 05:52 |
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I dont see the point unless the buildings go underground you shouldnt need it, or even want it because it just adds more polys to your map.
HORQWER wrote on Tue, 18 September 2007 20:47 | this is not a real renegade forums ,some one made it up
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Re: Another WIP Map [message #190079 is a reply to message #185913] |
Wed, 15 February 2006 09:12 |
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Spice
Messages: 1448 Registered: November 2003 Location: Ohio
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General (1 Star) |
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Wasted polygons at the expense of rendering the texture underneathth the building. I'd choose wasted polygons, as you say. If seen renegade maps with 70,000 polygons run perfectly fine.
Maps look like literally shit when you don't do it anyways. In my oppinion it looks like the mapper was being lazy.
[Updated on: Wed, 15 February 2006 09:12] Report message to a moderator
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