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> Grand Canyon Remake, ::::TEASER PICS!!::::
daTSchikinhed
post Apr 17 2007, 04:12 AM
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So, I hope you guys like some of the pics. I'm nowhere near done, but thought i'd show it to you anyways..

THe lighting is set in the hopes of a post apocalyptic, dusty/bloody atmosphere...

anyways, the pics. I made the cities bigger and more vibrant, and took away the top-right player and made it a little town. Moving vehicles and even a train will come in at a bit later time... ninja.gif

The city has been expanded, and all veinholes removed. Here's the city.
Attached Image


A memorial to a legend. rip.gif ... and yes, that control station is capturable for a bit of extra power. The Dam itself is immune
Attached Image


The minimap. What else..
Attached Image


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Tartan Bunny
post Apr 17 2007, 04:16 AM
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good work! i love red atmosphere! dance.gif
i think you should keep a veinhole, at least one.


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ORCACommander
post Apr 17 2007, 01:01 PM
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I hope you don't redo WW's mistake about not giving neutrals power


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daTSchikinhed
post Apr 17 2007, 09:25 PM
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oh they have power.. right up until you take the Dam.


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Crash
post Apr 18 2007, 05:08 PM
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Sounds pretty nice daTS, Wasn't this Aro's idea ? unsure.gif Well, seeming as he isn't here any more. So I guess he is cool with that.
Remember to add nice detail and add things like:

Trees ( on grass mainly )
Rocks and such
Lat ( small, not too big )
Lighting !!! ( GOOD!! ) Work hard on lighting! Edit invisible green light posts so it fits the tiberium field, not blocky. This is a main part, so no rushing.

Some other tips to build villages, towns and cities...

: Don't repeat buildings
: You can add grass with trees into them
: Add parking spots in groups of 4 and 6, by their own
: Do not place parking spots under buildings
: You can add alpalightposts on the pavement pieces on the road! That's very nice.

In that third picture, I see a little straight cliffs. Bend them a little. Make that section go a little bendy from front facing cliffs and back facing cliffs.
Good luck daTS wink1.gif

This post has been edited by Crash-King: Apr 18 2007, 05:29 PM


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daTSchikinhed
post Apr 18 2007, 09:17 PM
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haha trying to sound professional, are we crashking? lol

The two repeated buildings is an apartment complex =]
Grass & Trees are there.
Parking spots are where I want them. =]
I prefer not to block the road with lights, thanks.

again, this was a WW map. I'm only editing it a bit.


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Clazzy
post Apr 18 2007, 10:15 PM
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QUOTE
The two repeated buildings is an apartment complex =]

Still, don't repeat. It just looks lazy from any standpoint and even flats aren't identical (or at least ones in Britain anyway).

QUOTE
I prefer not to block the road with lights, thanks.

The roads are three cells wide, vehicles don't drive through the middle cells last time I checked.


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Crash
post Apr 19 2007, 05:08 AM
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QUOTE (daTSchikinhed @ Apr 18 2007, 11:17 PM) *
haha trying to sound professional, are we crashking? lol

The two repeated buildings is an apartment complex =]
Grass & Trees are there.
Parking spots are where I want them. =]
I prefer not to block the road with lights, thanks.

again, this was a WW map. I'm only editing it a bit.


lol.gif
Hehe, I like giving people advices smile.gif It looks very good indeed. Is it an edit ? or did you start all from scratch ?
if it's a scratch I would work a bit on cities. And be sure to make nice lat's. That's a main part. Make 'em small. Good luck.
And.... I try to sound professional. cool.gif


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Pixcell
post Apr 19 2007, 02:37 PM
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what lighting settings are you using?
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Crash
post Apr 19 2007, 07:54 PM
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What I meant about the road thing, In real life, there are lightposts on the middle between the roads, this looks very excellent. Well, you may choose to not use it, if the city is lit up enough.


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Ixith
post Apr 19 2007, 08:42 PM
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QUOTE (Crash-King @ Apr 19 2007, 03:54 PM) *
What I meant about the road thing, In real life, there are lightposts on the middle between the roads, this looks very excellent.


yes well as far as i can see here in the US in the state of Ohio (which has several decently large cities) and from when i was in NYC the light posts that are in the middle are usually really tall compared to say a street light near a building which is more of how I at least see the alpha light posts as.
which BTW i would love to see some good street lights in say a expansion pack of some sorts. wink1.gif wink1.gif

anyways the map is looking pretty good. but i must agree with crashking in that the picture with the dam has a really straight area of cliffs. im pretty sure in the original Grand Canyon there was a cliff ramp there but you obviously replaced it with more cliffs. just make them a little less straight and i think it will look better smile.gif

QUOTE ("Clazzy")
Still, don't repeat. It just looks lazy from any standpoint and even flats aren't identical (or at least ones in Britain anyway).


yeah i agree. for the most part though there are sub-divisions around here that have all the buildings looking the same or at least very very alike. the only difference between some of them a lot of the time is the color of the house or sometimes only parts of the houses.

and to continue on with my hints on that we need a good civilian building expansion in the near future biggrin.gif i would love to see a good amount of new civilian like buildings that would fit nicely in with TS and give us a variety. It would also be cool if we had the same building but from different side views and stuff.

anyways just keep up the good work daTS and get this map detailed packed. and include some good triggers to wink1.gif


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daTSchikinhed
post Apr 19 2007, 10:01 PM
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hmm.. triggers is where i fail miserably. I'm learning.. kinda.


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Crash
post Apr 20 2007, 05:34 AM
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Triggers! I know a bit about them. What do you need help with ?


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daTSchikinhed
post Apr 20 2007, 05:44 AM
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moving cars, a train, and maybe a text trigger.


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Music is my life. I love it. I live for it. Currently listening to:

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Warlord
post Apr 20 2007, 07:17 AM
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..lol whenever i offer to help with triggers i get ignored lol.gif


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Crash
post Apr 20 2007, 12:24 PM
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To make moving vehicles, place down all vehicles you want to move and waypoints on them and waypoints it shall move to. Now, make a taskforce for only one at the time. Select what vehicle that is to move. Make a script to make it move to different waypoints. Make a new team, with the waypoint the vehicle is in selected. Select house to neutral, and un select all boxes. Select script and taskforce. Now make a trigger. Event is for example "elapsed time" (1) and action is create team. This should make your vehicles move. If you want them to move around the city, make them move back to the start waypoint and select "repeating" in the trigger.

Trains is the same. Select only locomotive in the taskforce. Make the train cars move with the locomotive by clicking on the vehicle behind the locomotive and enter the locomotive ID into the ID field. Do this with all cars. Put down a waypoint and a trigger. To get text triggers working, go to the tutorials forum and get the finalsun fix. If you need further help, ask me on msn.


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Denmon
post Apr 20 2007, 04:36 PM
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Iam actually the unkown king of triggers tongue.gif so if u want to i can make cars, trains, anything u want smile.gif almost...


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Team Black
post Apr 20 2007, 05:02 PM
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wrote the tutorial on triggers. pwnt. tongue.gif


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Yoshi
post Apr 21 2007, 12:27 AM
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Was the first to master all forms of triggers whether basic or complex. pwnt. tongue.gif

Correction for moving vehicles. DO NOT use repeating triggers to repeat vehicle movement. One simple trigger firing is good enough. What you want to do is have the vehicle end up at the starting waypoint (that is assigned on top of the vehicle) and use the script line "Jump to line #" This will cause an endless loop in the unit's movement script.

Primarily, you want to use AreTeamMembersRecruitable and Recruiter checked if you want to have the team able to be created. Waypoint would be.. well.. the waypoint that is assigned on top of the vehicle.

In relation to moving trains, you want to have the Locomotive be the ONLY taskforce member of the team. Be sure to write down or memorize all the members' of the train's IDs (located at the lower left corner when you highlight a unit) except for the last car (assuming that you use the Cargo Car as the last member). Leave the locomotive's settings the same. The rest have the "Follows ID" setting be the unit ID of the unit in front. Afterwards, script the locomotive's movements, place Locomotive as the taskforce member, create the team that has AreTeamMembersRecruitable and Recruiter checked with the waypoint placed directly on the top of the unit (or leave it blank for this matter).

Now, for triggers:

You'll need to set up one basic trigger or more depending on how many teams you're making. You can have only 6 or 7 actions used in one trigger so be careful.
The basic template is:

Trigger Name: Starting Teams
Repeating: 0

-------

Event 01: 47 Elapsed Scenario Time
Value: 0

-------

Action 01: 4 Create Team
Team: Team 01

Action 02: 4 Create Team
Team: Team 02

etc. etc.


If you have the text trigger fix that I posted up for FS, text triggers should work fine. If you want to have a custom string in it, you HAVE to have everyone have the same tutorial.ini as you do. Other than that, if you have anymore questions, I'll be glad to answer em. I'll be on msn if you wish to IM me to ask anything. ( chunsayoshi@hotmail.com )

The map is looking very good though. There's nothing wrong with building repeats. I do it all the time in my campaign. Westwood also does it too. It's alright, imo, to repeat a building maybe 2 or 3 times, but after that, it gets really nasty looking, except for the business office buildings that take up 1 x 1 plots. I don't mind repeats on those as well as abandoned warehouses for temperate maps.

This post has been edited by Yoshi: Apr 21 2007, 01:38 AM


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Crash
post Apr 23 2007, 02:52 PM
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Thanks for correction Yoshi, We can call you the best person on triggers around here. Years of experience.


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The DvD
post Apr 23 2007, 04:50 PM
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Looking forward to the map, as I think GC is !#@$YTD^#35\2@#$@#@#!$R%TUYLO&*(PYTUK really.


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Warlord
post Apr 27 2007, 06:46 AM
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I always thought the old Grand Canyon was boring. I dunno its just.. Well anyway this is gonna be a definate play from me! dance.gif


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daTSchikinhed
post May 18 2007, 01:36 AM
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Just to let you guys know, i'm back to work on this project. I got my computer back. It's turning out pretty good, and that straight cliff has been changed... there are a few other misc. changes, including tweaks on the lighting.


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I will never give up on the chance go be the Guardian Angel that I promised to be for her.


Music is my life. I love it. I live for it. Currently listening to:

Currently in Camp Taji, Iraq. Scheduled return: 28 April 2010
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jadems
post May 18 2007, 05:58 AM
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Whoa, how cool, do we have a release date on this thing? Personally, i loved the Grand Canyon map coz of it's balance. I hope you kept that in perspective.


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Pixcell
post May 21 2007, 08:42 PM
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i think that slope to the left of the dam looks to 'straight'
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KingByng
post May 21 2007, 11:24 PM
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Pixcell, read daTS's last post.


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ORCACommander
post May 22 2007, 01:25 AM
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QUOTE (jadems @ May 18 2007, 01:58 AM) *
Whoa, how cool, do we have a release date on this thing? Personally, i loved the Grand Canyon map coz of it's balance. I hope you kept that in perspective.

4-13 months


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Ixith
post May 22 2007, 02:17 AM
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QUOTE (BlackieChan @ May 21 2007, 07:24 PM) *
Pixcell, read daTS's last post.


actually pixcell is mentioning something different. What daTS said was that he made the cliffs to the up right of the dam less straight while Pixcell is saying that the slopes to the left of the dam seems too straightish and repeated.

Now im not sure if that slope was originally like that when WW made the original but either way there isnt much daTS can do to make it look better as he has very limited space to do so due to the river right next to the bottom. IMO its not that bad really.

and yes its a pity that daTS is technically officially deployed to Iraq now. so yeah OrcaCommander is correct by that the soonest this map of daTS could be finished would be after 4 months but probably more. lets hope he remembers this project of his.


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daTSchikinhed
post Oct 4 2007, 02:11 AM
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I remember this project... I just got back to working on it smile.gif


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Music is my life. I love it. I live for it. Currently listening to:

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jadems
post Oct 4 2007, 03:46 AM
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Well, it's been about 6 months now.


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