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C&C_Dockside [message #472745] Fri, 03 August 2012 13:05 Go to next message
Reaver11 is currently offline  Reaver11
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Registered: April 2007
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Colonel
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]

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Re: C&C_Dockside [message #472747 is a reply to message #472745] Fri, 03 August 2012 14:29 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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General (5 Stars)
The metal floor plating is far too large compared to the character model. Your fences are too short, and the texture is being smashed vertically. You have texture stretching on the rear of the tank cars, and the texture being used on them doesn't really look like the kind of surface a tank car would have.

Here's an example:

http://upload.wikimedia.org/wikipedia/commons/2/2d/TILX290344.JPG

The cross beams on the bridge could use some texture detailing, perhaps some kind of bar with bolts on it. Something to make it look visually interesting. Right now it's very bland and it's obvious that you used a generic metal texture set to box mapping.

You should add fences next to the area where the trains are, and scale them appropriately to the size of the character.

The railroad texture doesn't really jive with the textures it's sitting next to. You can tell it's photo-sourced whereas the road texture looks like one of the bland Renegade textures.

The huge caution stripe going horizontally across the bridge makes no sense.

Other than that, it looks like a good start. Put some more work into it and I imagine it will look more interesting.
Re: C&C_Dockside [message #472750 is a reply to message #472747] Fri, 03 August 2012 15:30 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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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.


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.


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.
Re: C&C_Dockside [message #472753 is a reply to message #472745] Fri, 03 August 2012 15:51 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Everyone asks me to help them in a more personal way, but I simply can't devote the time for it. There's a host of tutorials on texture development floating across the web. A Google search for "hard surface texture painting" will yield a treasure trove of ideas and techniques to improve your work.
Re: C&C_Dockside [message #472754 is a reply to message #472753] Fri, 03 August 2012 16:04 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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Alright I will thank you for the suggestion.
Re: C&C_Dockside [message #472927 is a reply to message #472745] Tue, 07 August 2012 03:23 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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wow Reaver that looks amazing! Great job!

Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: C&C_Dockside [message #472960 is a reply to message #472745] Wed, 08 August 2012 01:01 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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at first glance i noticed a potential flaw
would a GDI MRLS up on the bridge be able to loop rockets backwards over itself while sitting over the Nod base? i'm wondering if it could hit the Hand of Nod from up there

at second glance, the bridge looks more than high enough
nevermind Smile


liquidv2
Re: C&C_Dockside [message #472966 is a reply to message #472745] Wed, 08 August 2012 06:24 Go to previous messageGo to next message
roszek is currently offline  roszek
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You should set emissive to white on those crystals.
Re: C&C_Dockside [message #472974 is a reply to message #472960] Wed, 08 August 2012 10:34 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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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.
Re: C&C_Dockside [message #472986 is a reply to message #472745] Wed, 08 August 2012 17:01 Go to previous messageGo to next message
roszek is currently offline  roszek
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I dunno the crystals just don't look right to me; they just don't have that polished look.

index.php?t=getfile&id=14421&private=0

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.
  • Attachment: crys.jpg
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[Updated on: Wed, 08 August 2012 17:20]

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Re: C&C_Dockside [message #473000 is a reply to message #472745] Thu, 09 August 2012 06:40 Go to previous messageGo to next message
TEAM MDK is currently offline  TEAM MDK
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Assrammer
love the look of this map .. when will it be done and in use and in what server ?

Re: C&C_Dockside [message #473023 is a reply to message #472745] Fri, 10 August 2012 03:39 Go to previous messageGo to next message
raven
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absolutely love it Thumbs Up

-Jelly Administrator
-Exodus Administrator
Re: C&C_Dockside [message #473027 is a reply to message #472745] Fri, 10 August 2012 08:04 Go to previous message
Major-Payne is currently offline  Major-Payne
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Colonel
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.

http://oi47.tinypic.com/345jxok.jpg
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