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> It's been a long time . . ., Yes, it's the REAL Yoshi this time.
Yoshi
post Oct 28 2006, 08:06 AM
Post #1


Hum-vee
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Group: Members
Posts: 161
Joined: 28-October 06
From: Fremont, CA
Member No.: 180
Alliance: GDI
Favorite game: Tiberian Sun



EDIT : My screenshots screwed up, sorry guys, I'll try to find them again.
RE-EDIT : Screenshots fixed, enjoy.

Yes, in case you were all wondering. This is the actual Yoshi who was the proclaimed mapping god from way back then. I came here to check up and catch up on things ya'know? Though probably many of you don't know me but perhaps, a lot of the oldies remember me haha. From way back when I mapped in what.. 8th or 9th grade? My oh my, those were the good old times.

I don't know if this will cause a commotion among the mapping community, but BRING IT ON! (I;d actually be surprised if this got stickied rofl)

For those who do not know me, I'll give you guys a brief "biography" about my life--I mean mapping times.

I have worked with final sun for quite some time. I started out originally building these wacky single player maps for my own use and skill improvement (I need to look for the CD of my Tiberian Sun "time capsule" to bring up the maps). Eventually, I started building minor mods for TS and all that fun stuff. Very basic, very newbie-like. Then I sort of wanted to apply an artistic feel to my map, make them a lot more detailed and complex. Therefore, I started building more detailed, more complex-triggered single player maps. Most of you have probably heard of Tiberian Sun: Firepower I assume? The demo that was released ages ago. That was supposively going to be the campaign that I wished to work on and finish, but simply never did. Some may have gone to my, now defunct, website that hosts my files, even today, along with some screenshots of the campaign and even the mapping tutorial that was never completed. If you were to look at the progress I did for some unreleased maps for TS: FP, you'd see that I LOVED to work with complex triggers using attached triggers, local variables, and all that good stuff, along with trying to make my maps as hard and dynamic as possible. However, I was never satisfied with some of my campaign maps and usually redesigned them over and over, which eventually brought me to bringing the whole project down.
Over the course of building missions, I realized that some of the objects in TS were missing in Final Sun, the all famed map editor built by Matze. Trees 01-03 were missing and some triggers were screwy, so I had to go into the .ini files and correct some things and share them to the world.

In case these didn't get posted in the forum tutorials, here's some fixes you can place into your FSData.ini :
CODE
; Fixes for Final Sun v1.01

; Adding the missing TREE01 - TREE03
[TEMPERATELimits]
TreeMax=999
;TreeMax=27

[SNOWLimits]
TreeMax=999
;TreeMax=27

; Fixing the Spotlight to remove crashing
52=Set search light mode,0,1,0,0,0,0,0,0,0,Sets the search light mode,1,1,52

; Fixing the text trigger
11=Text Trigger...,-4,13,0,0,0,0,0,0,0,Display the text identified by the string file <label>.,1,1,11

; Not really sure if these fixed the Ion Cannon, Multi-Missile, and Chemical Missile if they WERE buggy at all, but replace the actions with these.
94=Ion-cannon strike...,0,0,0,0,0,0,1,0,0,Fires Ion-Cannon at waypoint specified.,1,1,94
95=Nuke strike...,0,0,0,0,0,0,1,0,0,Fires Nuke at waypoint specified from nearest edge.,1,1,95
96=Chem-missile strike...,0,30,0,0,0,0,0,0,0,Fires Chemical missile at waypoint specified.,0,0,96


I also noticed that I got some credit for assisting with the sounds issue, glad to see that some people look at my old posts. lol.gif But yes, in case you guys have never seen the work of a 14 year old (18 now), here's some screenshots from my old, defunct website:










I've always loved making TS maps because I tend to sit back and enjoy the beautiful scenery (using the Reveal All trigger haha) that was produced with TS's game engine. But as you can see from the first 2 screenshots, they were, yep, you guessed right, inspired by the first GDI mission in the original TS. They're horrible image quality, but what can I say? I was 14 years old, and now that I'm 18, I have better multimedia skills in Photoshop, Flash, Dreamweaver, and even 3D Studio Max. I'll show you my works in progress at the bottom of this post. But back to the story, eh? Well let's see here... OH RIGHT! I was modding and mapping until one day... life came and slapped me hard and eventually, I, yeah, this seems impossible, lost interest in Tiberian Sun (GASP!). I put all my work into one CD as a little time capsule and I have yet to open it. However, from viewing my own screenshots, I appear to be a little inspired to map make again. Unfortunately, I still have "life" to deal with and I don't remember where my TS CDs went, so I can't start again till I get all the things I had, again.

But what have I been doing for 4 years, you ask? Simple. MMORPGs. Yes, more no-life in my life to equalize it. I've been playing a small assortment of MMORPGs. All Korean made, hahahah. How ironic, I'm Korean and I play Korean-made MMORPGs only. But anyways, I've been playing (in order) Ragnarok Online (iRO and private servers), MapleStory (Bera), Mabinogi, Silk Road, and Yogurting. I've even had my own private server for RO too haha (it got shut down though). Currently, I'm taking community college classes so I can transfer off to a UC (UC Irvine for those in California) to get my Bachelor's in Computer Science and eventually work with a gaming company until I'm ready to build... my MMORPG, the backbone of Korea's gaming industry. But I'm starting to get bored of playing MMORPGs instead of developing, so I began building my animating, modeling, and programming skills lately so I can at least be ready for a job. But right now, I'm pretty much bored of a lot of things, so maybe I COULD give mapping another try. All I have to do is observe my old maps and soon enough, it'll all come back to me.

So here I am, struck by life, I have a girlfriend, I'm getting a part time job, and I'm in school. Okay so maybe I shifted a lot between the subjects in this post, but what can I say? It's 1:02 AM and I lack tremendous amounts of sleep. tongue.gif But as promised, here's the model that I've been building for a long time now:


Experiment with cellshading:


For those who missed my picture from the previous thread. I've actually shown my face.

I'm on the right side


And for those who knew me when I was 14, here's how I was WAY back then:


Well guys, it's been nice visiting you all. Leave posts if you want haha, I'll start coming here often (by often, I mean every day, if possible), and who knows, maybe I may be mapping again. smile.gif

- Mitchell Kim
- Yoshi - The "Mapping God"

EDIT : I'll post somemore maybe tomorrow if I'm not busy. wink1.gif I wonder if I'll be able to find my files again, if not.. it's time to start back from scratch again. smile.gif

This post has been edited by Yoshi: Oct 28 2006, 10:06 AM


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Yoshi
post Mar 7 2007, 01:06 PM
Post #2


Hum-vee
Group Icon

Group: Members
Posts: 161
Joined: 28-October 06
From: Fremont, CA
Member No.: 180
Alliance: GDI
Favorite game: Tiberian Sun



I decided that I will release one of my maps (including incomplete ones), BUT unfortunately, I have gone through early "Spring Cleaning" on my computer and accidently deleted tiberian sun... again unsure.gif . I'll look through my CDs again, but I can't do that now (4 AM here), so it'll have to be another time. I got an exam I'm going to fail today in Modern Philosophy soooo, I might be a little pissed. >.>

Anyways, expect the maps to be downloadable, sometime in the future. Also, I'm still contemplating on whether or not I should complete my mapping tutorial that was never finished (posted on my crappy old website).

In order to view, edit, or even play my maps, you will need to download my campaign's .mix file with its set of rules.ini, tutorial.ini, etc, etc. files. The file size is rather large, but it might be worth it. I got to say, it's a fairly crappy mod (although I never used an ini editor) with some imbalances in it and poor use of buildings, units, etc. (mostly voxels and shps taken from other people (what was I thinking?). Although I never was able to create a credits text file for everything I used, as I was going to do that towards the end completion of the campaign) So if you don't like the units and/or graphics placed in the mod, tough cookies, you'll have to deal with it until I get another campaign rolling, if I ever have the same amount of time I used to have. I most likely won't incorporate this many structures and units, if I ever do make another campaign.

I do not wish to have other mappers continue this campaign, but to rather play with it and explore the difficulties of the campaign (these were rather difficult missions, I must admit, like the last mission of my demo, if I recall) to see how extreme I was when I was making this campaign.

Just some other random notes/facts/etc. that may intrigue you:
- I wanted this campaign to have the difficulty of hard, to almost impossible.
- Many RA2 units/structures appeared in this campaign, such as the Grand Cannon, Prisim Tower (I loved that defense building), Mirage Tank, Apocalypse Tank, etc. etc. Although the Prisim Tower was placed on Nod's side.
- Medium Tanks, Light Tanks, Mammoth Tanks, etc. etc. were all placed into the game, except the buggy old Artillery.
- Many obstacles were needed to be crossed through the use of "tree killing".
- There are secrets in my maps. Some of which are good, and some bad.
- Cabal's Obelisk and AA Obelisk were in the game with modified stats. Cabal's Obelisks were named, if I can recall, Obelisk of Dusk and Obelisk of Dawn.
- Nod had a massive array of AA defenses.
- SAM sites had the ability to shoot 2 missiles.
- Hover MLRS and SAM Sites used the unused missile voxel.
- MSRL, or Mobile Stinger Rocket Launcher, was placed under GDI with a crappy voxel I made. It fires at a rather high altitude with a thick missile voxel. VERY crappy defense and health, high attack power.
- Nod's Heavy Tank appeared quite a lot in the campaign, moreso than any other unit.
- Nod's bases in the later missions were so heavily fortified, and through the use of testing with a battalion of Titans, that over 40-50 Titans could not penetrate the defenses, but with using unit combinations, they overcame the defenses after long hours of playing.
- GDI's Juggernaut was split into two flavors: a Defense building, which was a deployed version of it, and a regular unit, that fired like a titan, but with its same damage, rof, etc. etc. The deployed version had more attack power and stronger defense, along with more health.
- Nod had another SAM with the turret of an EMP cannon (I laughed when I made it), with the name "Scatter SAM", on which is fired 1 or 2 black colored chemical missiles that scattered upon impact of a squadron of Orcas. The humorous bug was that if you manuever your planes correctly, you can actually destroy some of Nod's bases with the Scatter SAM. Although this bug made it somewhat easier to destroy bases, it still frustrated the crap out of me whenever I wanted to use the classic "bombing manuever".
- One of Nod's vehicles was another crappy voxel created by me (forgot the name), that fired 4 lasers and had a dual missile back that shot 2 Vertical missles at a Nod Artillery's firing arc. It's extremely strong, but it was very weak in terms of armor and health.
- A joke "cheat" unit was created as a cloned Nod Recon Bike, but was named "Yoshi", that had a deadly laser that could kill anything in one hit with the armor of concrete, and the health of 9999999.
- Limpet mines came in 2 flavors: the usual crap one, and an AT version that fires yet another crappy voxel missile at vehicles only.
- Regular MRLS (What the name is supposed to be) was placed into the game as a stronger unit, in comparison to the hover version, and fired the unused Patriot Missile image.
- Tiberian Dawn's soundtrack was going to be placed into this game.
- FinalMoon's road turns were in this mod (as can be seen in some of the screenshots).
- I revised this campaign over 10 times, no joke.
- There are a total of 15 unfinished maps, I made a total of 37+ maps for this campaign, most of which, have been long lost.
- VERY often, Nod's defenses were extremely large, so power structures were usually bunched into a section of the base that was fortified as well.
- 2 maps were inspired by maps in the original GDI TS campaign (they are in the demo).
- In later maps, you were always placed under almost impossible odds (Nod usually had bases in almost every section of the map).
- In one mission, you have to capture multiple Nod Outposts, that were quite some distance away from eachother (the map was HUGE), and you had to manage them, while building your own base. This made this mission almost impossible and I spent over a day on it, and never won the mission.
- Nod rushes were often very large and could level your base, if you don't fortify your base enough.
- Nod usually had a high supply of tiberium, while you were supplied by small fields.
- Nod would have a lot more credits than you started out with.
- Since Nod rushes were extremely large, they often got buggy.
- I could not beat more than 3 of my own missions.
- If Nod had multiple missile silos, you'd be screwed.
- If you destroyed the bridge in the first unreleased mission, you get a mission failure.
- Crates often sprung traps.
- I went with realism and actually made my maps look as real as it can get.
- I drew out several of my maps before actually constructing them, placing where the cliffs were to be placed, what triggers, what winning conditions, roads, etc.
- The only terrain tool I used was the leveling tool, and lifting one cell up (dunno what that tool is called) without placing the ramps.
- All ramps were "drawn" using the ice ramps in the terrain dropdown menu.
- I spent at least 1-3 weeks on ONE map.
- I was a perfectionist to the extreme, so if there was one MINOR error in the map, I'd fix it.
- "Yoshi" was written on one of my maps in the out-of-bounds area.
- If you noticed, I usually planted trees on only grass LAT tiles. Dead trees on the sandy and rough LATs.
- Cabal comes back in this campaign.
- I love having forests in my maps.
- Large bodies of water were often used to fill in large areas of the map when I got lazy.
- In one of the missions, or maybe a couple, waterfalls fell on each direction with no origin point.
- Weather Control and Iron Curtain structures were to be used as Super Defense Structures, but never got implemented due to getting an internal weapon whenever assigned a weapon.
- Troop Truck carried more infantry, but had no amphibious capabilities.
- I actually studied extensively on Westwood made maps, in both RA and TS.
- My first single player map was the first mission in my demo.
- My first multiplayer map was crap.
- I actually created a multiplayer map and sent it to Final Moon, although I never saw that map again (don't have a back up of it). I think it's in a mod, but I'm not sure.
- I signed up for the SMMC twice and never submitted the map.
- I lost a relationship due to mapping. (Shame)
- I made a walker mech, but the body always "clipped" with the legs, so it looked like it had a HUGE body with really really small and stubby legs. The body was a modified Mammoth MK II. (It might still be in the .mix file)
- In most maps, I used up every single waypoint from 0 - 99.
- I actually had to think for long periods of time due to complex triggers and the extensive use of Local Variables.
- In one of my missions, as I recall from my memory, it had the most complex triggers ever seen by a mapper; using extensive local variables, enabling, disabling, and the attachment of one trigger to another, to another, to another, and so on.
- One map that was lost was a map of my dream landscape where I'd want to live, that consisted of many cliffs, many hills, lots of trees, grass, and water.
- All my snow maps were, strangely, lost.
- If there were multiple Nod bases with multiple Missile Silos, you were screwed due to the fact that each Nod base was controlled by a different Nod house, so if there were 4 bases, 4 missiles would get sent to your base when they were fully charged, making the mission impossible due to the fact that these missiles would annihalate your base and leave the spots unbuildable.
- In one mission, Nod's lasers had longer range.
- Nod had a "Pulse" Laser, that had an awful pinkish spot in the turret. It fired a rapid-firing blue-lined laser with weaker damage. It required power.
- Before I quit mapping, I was about to revise the campaign for the 11th time.
- Most map dimensions exceeded 100 x 100.
- I never started on the Nod missions.
- I have always wanted to post these map screenshots at the Petroglyph forums to see what the community over there would think. unsure.gif

Okay, enough posting a bunch of random things, I'll stop here. XD

This post has been edited by Yoshi: Mar 7 2007, 01:16 PM


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Posts in this topic
- Yoshi   It's been a long time . . .   Oct 28 2006, 08:06 AM
- - WorManiac   Welcome to Tiberium Web Master Yoshi! I've...   Oct 28 2006, 08:14 AM
- - Yoshi   I'll redownload Final Sun on this computer and...   Oct 28 2006, 08:21 AM
- - Bittah Commander   Welcome back to the community, Yoshi I always won...   Oct 28 2006, 11:50 AM
- - ORCACommander   nice to meet you and welcome back   Oct 28 2006, 12:12 PM
- - Robo fish   EVA : welcome back commander   Oct 28 2006, 12:20 PM
- - The DvD   Welcome back. You left this community pretty soon ...   Oct 28 2006, 03:34 PM
- - Yoshi   Thanks for the welcome backs, everyone. You guys w...   Oct 28 2006, 07:49 PM
- - Python   Welcome back Yoshi! I knew TiberiumWeb would ...   Oct 28 2006, 07:55 PM
- - DeathRay2K   So am I the only one who's been around for a w...   Oct 28 2006, 08:44 PM
- - Yoshi   It's all good, I'll eventually rise up aga...   Oct 28 2006, 09:12 PM
- - Aurora196   Same goes for me, I've heard about you being a...   Oct 28 2006, 09:15 PM
- - Yoshi   Thank you for the welcomes. Yeah, I've been g...   Oct 29 2006, 12:20 AM
|- - wondle_donkey   yoshi, i barely know you, but i can safely say tha...   Oct 29 2006, 01:10 AM
- - CrimsonFlash   Long time, Welcome back   Oct 29 2006, 01:09 AM
- - Wes.com   welcome back Yoshi i hope we can devide this ma...   Oct 29 2006, 01:11 AM
- - Ixith   ahhh the great yoshi in which iv only heard of and...   Oct 29 2006, 03:45 PM
- - Bittah Commander   I don't think there'd be a point for anyon...   Oct 29 2006, 04:33 PM
- - Yoshi   I'm a bit rusty at the moment, so I think Wes....   Oct 29 2006, 05:10 PM
- - Wes.com   depends, i'm no good with triggers, well i don...   Oct 30 2006, 05:04 PM
- - WorManiac   umn, I'm still waiting for a solution for the ...   Oct 30 2006, 06:22 PM
- - Yoshi   Under the terrain objects are you able to see thos...   Oct 31 2006, 12:08 AM
- - Python   Lol. The Great Mapping Competition 2. :o   Oct 31 2006, 04:08 AM
- - Yoshi   Unfortunately, I have no time at the moment to be ...   Oct 31 2006, 08:06 AM
- - WorManiac   @Yoshi: no, I'm not able to see them. I placed...   Oct 31 2006, 03:25 PM
- - Yoshi   Oh wait, you're using Firestorm with your edit...   Oct 31 2006, 06:16 PM
- - TitanMarkII   Hi Yoshi, I'll just say I continued your fix a...   Nov 10 2006, 10:37 PM
- - WorManiac   Well, due to my rare visits in Tweb, I decided to ...   Jan 21 2007, 08:41 AM
- - Black hawk   very very long time yoshi welcome back   Jan 21 2007, 11:16 AM
- - CrashKing   Sorry if this is a bump. I must thank Yoshi for al...   Jan 31 2007, 10:14 PM
- - Yoshi   Wow, glad to see that I have fans ^_^ But unfort...   Feb 9 2007, 10:35 PM
- - Python   Yoshi still has his skill! :biggrin: Lookin ...   Feb 9 2007, 11:55 PM
|- - lone wolf807   QUOTE (Python @ Feb 9 2007, 06:55 PM) Yos...   Feb 10 2007, 04:51 AM
|- - Python   QUOTE (lone wolf807 @ Feb 10 2007, 04:51 ...   Feb 10 2007, 05:12 AM
- - Wes.com   nice verry nice, its no where near done but i...   Feb 10 2007, 12:11 AM
- - Nods Viper   What version of FinalSun are you using Yoshi?   Feb 10 2007, 01:11 AM
- - Disturbed   LMAO!! I'm sorry but that was just hil...   Feb 10 2007, 05:52 AM
- - CrashKing   YOSHI: maybe you might get time to map in the vaca...   Feb 12 2007, 06:47 AM
- - Aro   CK, Yoshi is well aware of Marble madness... And w...   Feb 12 2007, 07:03 AM
- - Yoshi   Maybe in the future when I have time guys, I'l...   Feb 14 2007, 01:39 AM
- - CrashKing   look at my map here: http://www.tiberiumweb.com/fo...   Feb 14 2007, 11:10 AM
- - Yoshi   School's doing alright. Boring though, unfortu...   Feb 17 2007, 05:11 AM
- - Disturbed   Yoshi, do you remember me? I used to speak to you ...   Feb 17 2007, 05:25 AM
- - Yoshi   Your name really sounds familiar disturbed, but un...   Feb 17 2007, 06:42 AM
- - Aro   Yoshi, i've never before spoke to you, but my ...   Feb 17 2007, 06:56 AM
- - Yoshi   Anytime, I was glad to help out the mapping commun...   Feb 17 2007, 08:08 AM
- - ORCACommander   omg yoshi you nearly killed my comp with all these...   Feb 17 2007, 12:08 PM
- - CrashKing   WOW! That was some awesome stuff ! You mak...   Feb 17 2007, 12:38 PM
- - Aro   Yoshi, you know Disturbed said to give the maps to...   Feb 17 2007, 11:26 PM
- - Yoshi   Wellll, all the maps are actually completed except...   Feb 20 2007, 12:27 AM
- - SMIFFGIG   wow Yoshi, its great to see you back in the commun...   Mar 8 2007, 08:33 PM
- - Yoshi   It has definently been awhile. Good to see that yo...   Mar 13 2007, 10:37 PM
- - ShDwBoRn   dang those are nice maps, i'm going to have to...   Mar 13 2007, 11:15 PM
- - Yoshi   Bugs bugs bugs... and I just noticed that there...   Mar 14 2007, 12:41 AM


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