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> Volcano WIP., New map.
Daroach
post Feb 26 2010, 06:17 PM
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Hello.

I've mainly done .ini editing until I went through my folders and found an old map I wanted to finish.

I started over again because the map had the wrong height setting. rolleyes.gif

I've so far done much to the lower/southen region of the map.

Story: An extinct volcano stands but, due to over population and tiberum, a tib' vainhole is in the crater and because of a hydroelectric dam, a petrol station and a gypsy camp, the place is of real danger.

In order: Petrol station and camp, brige and player 2 start, old GDI base and more of player 2 start, dam and then mini map with player 1 start and special cannal (I will explain when map is finished).

EDIT: Sorry for bitmap pics! Also, pic 4 has player 4 start. Pics are backward so first pic in post is last pic.

This post has been edited by Cat-a-strobe-ic Dj: Feb 26 2010, 06:46 PM


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Projects: Power & Ponies {Name Wip}, C&C Tiberian Sun: Setting, C&C: Europian Rampage [Generals mod] (Fomerly C&C Red Alert for RA2)
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Crimsonum
post Feb 27 2010, 07:51 AM
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It looks like a basic map I would've done years ago. To improve it, here are some suggestions:
1. Water doesn't run uphill wink1.gif
2. Avoid line-straight cliff walls, try to make them more natural with curves (not too many, exaggarating is never good either)
3. Be careful when you place shore tiles, I can already see errors in the shoreline.
4. Old C&C1 building ruins don't look too good on the rocky ground. Try not to fill an area with only one ground type, but use a combination of, for example, clear, sand and rocky.
5. Try to make the Tiberium fields less bland. You can select different Tiberium overlays from Special/Overlay -> All Overlay. Overlays TIB01-TIB12 are the green Riparius Tiberium (TIB13-TIB20 and TIB2_13-TIB2_20 are used for the slopes, be careful when placing these, because it may crash the game if done wrong), while TIB2_01-TIB2_12 are the blue Vinifera Tiberium.
6. Tiberium doesn't look good on paved road. It cannot grow there on its own, so it doesn't make sense why Tiberium should be there at all.
7. Slopes. Same with cliffs, try to make them more natural by making them less rectangular. Also, I recommend you to add more slopes/ditches around to make the terrain look less even wink1.gif

Now there's a few tongue.gif Good luck with your map smile.gif

EDIT: 600th post!!! :O

This post has been edited by Crimsonum: Feb 27 2010, 07:51 AM
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Daroach
post Feb 27 2010, 03:50 PM
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Thanks for the commp smile.gif .

QUOTE (Crimsonum @ Feb 27 2010, 07:51 AM) *
It looks like a basic map I would've done years ago. To improve it, here are some suggestions:
1. Water doesn't run uphill wink1.gif

The explanation is that a nod device is pulling water up the cannal.
QUOTE (Crimsonum @ Feb 27 2010, 07:51 AM) *
2. Avoid line-straight cliff walls, try to make them more natural with curves (not too many, exaggarating is never good either)

I'll fix that, thanks.
QUOTE (Crimsonum @ Feb 27 2010, 07:51 AM) *
3. Be careful when you place shore tiles, I can already see errors in the shoreline.

Can you? can you tell me what they are please, thanks.
QUOTE (Crimsonum @ Feb 27 2010, 07:51 AM) *
4. Old C&C1 building ruins don't look too good on the rocky ground. Try not to fill an area with only one ground type, but use a combination of, for example, clear, sand and rocky.

Sure thing. I will fix it.

QUOTE (Crimsonum @ Feb 27 2010, 07:51 AM) *
5. Try to make the Tiberium fields less bland. You can select different Tiberium overlays from Special/Overlay -> All Overlay. Overlays TIB01-TIB12 are the green Riparius Tiberium (TIB13-TIB20 and TIB2_13-TIB2_20 are used for the slopes, be careful when placing these, because it may crash the game if done wrong), while TIB2_01-TIB2_12 are the blue Vinifera Tiberium.

I was just afraid I would get the wrong tib. (THere are some red Tiberium, green Tiberium but are blue in game and others).

QUOTE (Crimsonum @ Feb 27 2010, 07:51 AM) *
6. Tiberium doesn't look good on paved road. It cannot grow there on its own, so it doesn't make sense why Tiberium should be there at all.

I tried to go for an "out of control" look but I'll keep it till later I think.

QUOTE (Crimsonum @ Feb 27 2010, 07:51 AM) *
7. Slopes. Same with cliffs, try to make them more natural by making them less rectangular. Also, I recommend you to add more slopes/ditches around to make the terrain look less even wink1.gif

Sure. Will be fixed.


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Projects: Power & Ponies {Name Wip}, C&C Tiberian Sun: Setting, C&C: Europian Rampage [Generals mod] (Fomerly C&C Red Alert for RA2)
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Crimsonum
post Feb 27 2010, 07:25 PM
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QUOTE
Can you? can you tell me what they are please, thanks.


Just look next to the waterfall in the topmost picture wink1.gif

QUOTE
I tried to go for an "out of control" look but I'll keep it till later I think.


Well, you can break the road from that section, or use the road tiles partially covered in dirt, to give the impression of spreading Tiberium smile.gif
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Daroach
post Mar 24 2010, 08:40 PM
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Bump but for good reason! wink1.gif

Update to map: finished player 4 area and dam, almost finished third level [up volcono], started player 3 area.

Pics in random order: (*blue screen kicks in*, *curses at computer*,*restarts*.)
Attached image(s)
Attached Image Attached Image Attached Image Attached Image Attached Image
 


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Projects: Power & Ponies {Name Wip}, C&C Tiberian Sun: Setting, C&C: Europian Rampage [Generals mod] (Fomerly C&C Red Alert for RA2)
Formaly known as: Cat-a-strobic-Dj. Sometimes known as: Plasterat (PSN, Xfire, online)
Worker on:C&C: TS: Best of Beta
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Devastator
post Mar 24 2010, 09:08 PM
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At the veinholes, you could actually go to veins at the bottom of the terrain thing instead of overlay, and it makes it look more like ingame, but I place veins the same way as you. If not it would take too long...


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ORCACommander
post Mar 28 2010, 08:53 PM
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last picture you use a building that is only meant to be used in the snow terrain set and will not appear ingame because of it. tib 3 is for red (aboreus) tiberium but requires a rules edit for it to be distinguishable from vinefera. also it has a higher value than riperius or vinifera so you should use it in lower quantities.


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Devastator
post Mar 28 2010, 09:27 PM
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You only gave the billboard that name to try and impress TibWeb.

"Welcome To TibWeb Your #1 Source For Everything Tiberium!"


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Daroach
post Mar 29 2010, 03:39 PM
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QUOTE (Devestator @ Mar 28 2010, 10:27 PM) *
You only gave the billboard that name to try and impress TibWeb.

"Welcome To TibWeb Your #1 Source For Everything Tiberium!"

I didn't actually, I did it because I wanted to try something I have not done before which other mappers did.

Besides, so what, Tibweb needs acknowledgement from other communities smile.gif .


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Projects: Power & Ponies {Name Wip}, C&C Tiberian Sun: Setting, C&C: Europian Rampage [Generals mod] (Fomerly C&C Red Alert for RA2)
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Worker on:C&C: TS: Best of Beta
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Devastator
post Mar 29 2010, 09:14 PM
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Ooh I know many things I could do to my maps that others haven't... sly.gif


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Daroach
post Apr 4 2010, 07:10 AM
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QUOTE (Devestator @ Mar 29 2010, 10:14 PM) *
Ooh I know many things I could do to my maps that others haven't... sly.gif

And they are, what exactly...

Any way, on topic like.
QUOTE (BloodReign @ Mar 28 2010, 09:53 PM) *
last picture you use a building that is only meant to be used in the snow terrain set and will not appear ingame because of it.

I have addressed that problem and it will be fixed.
QUOTE (BloodReign @ Mar 28 2010, 09:53 PM) *
tib 3 is for red (aboreus) tiberium but requires a rules edit for it to be distinguishable from vinefera. also it has a higher value than riperius or vinifera so you should use it in lower quantities.

How can you tell? Seriously, I have had trouble with the tib and will be fixed, though it may just be the same tib type.


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Projects: Power & Ponies {Name Wip}, C&C Tiberian Sun: Setting, C&C: Europian Rampage [Generals mod] (Fomerly C&C Red Alert for RA2)
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ORCACommander
post Apr 4 2010, 05:21 PM
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For a direct example I refer you to my map: http://www.tiberiumweb.com/forums/index.php?showtopic=3208

For a full tutorial on red tiberium I direct you here: http://www.tiberiumweb.com/forums/index.php?showtopic=41


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Devastator
post Apr 4 2010, 09:23 PM
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The tutorial...
Did it work because in finalsun I see no new colors...
How do I know how it works ingame?


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ORCACommander
post Apr 4 2010, 09:54 PM
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final sun will not show the new color only way to see if it is working is to load the map in TS


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Devastator
post Apr 4 2010, 09:56 PM
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Ugh!
How do I know which tiberium to pick for it....could I use the unused tiberium?

what if i get an IE?


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Daroach
post Apr 8 2010, 07:42 PM
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I was hoping not to use red tiberium, but anyway...

I played it on skirmish with unpatched TS,FS and this happened...

1. Some tib was blue instead of green.
2. the mold LAT was still square.
3. lighting was ok but the red lights were too bright.
4. Map was way smaller than the blue line suggested ,so perhaps I may make the map size bigger and extent the blue line
5. Because nod in my mod [ tongue.gif ] was still in work the AI got two MCVs and built two of every thing and more so then their harvesters got stuck.

The map however has gone on hold for now because of my mod needing members more than just me. sad.gif

This post has been edited by Cat-a-strobe-ic Dj: Apr 8 2010, 07:43 PM


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Projects: Power & Ponies {Name Wip}, C&C Tiberian Sun: Setting, C&C: Europian Rampage [Generals mod] (Fomerly C&C Red Alert for RA2)
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Darkstorm
post Apr 8 2010, 08:41 PM
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It looks a little too balanced, to equal, the eye favors asymettrical design.


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ORCACommander
post Apr 9 2010, 04:28 PM
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here is a tip if you have a mod installed have a separate installation of ts/fs installed for final sun to reference.


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