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> Fall of New Eden WIP
Lightstorm
post May 14 2007, 07:59 PM
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I would like to make a map featuring the terrain and weather from the first GDI vs Scrin mission, where you have to evacuate the trucks in the rain with Scrin ships flying overhead. i really liked the feel of it. like always I'm a concept artist and can't do it myself but if someone wants to try it I'd be more then happy to make up maps and the like.


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Yggdrasil
post May 17 2007, 09:52 PM
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I'll take it on if you like but i will not be able to crank it out as fast this time though.
You know where to find my maps and I have a couple of new ones up if you want to have a look at them.


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Lightstorm
post May 18 2007, 09:48 PM
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Okay go ahead here is the overview

(keep in mind I'm not Team black and not a l33t ms painter.)
the map size is either 600x600 or 400x400 (its big), the tiberium obviously isn't just on top of the pavement its forced up through it, the black X's are wrecked buildings, the red X's are the start points. the black blobs by the bridges are those neutral gun turrets. the bridges are metal and the little black fuzzy things on the grass are trees. to make it easier here are some screenshots of the GDI mission the map its based off:




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Slender Mang
post May 19 2007, 12:50 PM
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O MY GOD ITS UGLY.....(im talking about the graphics)

I also made a video for no reason lol....

This post has been edited by IPwn: Aug 28 2007, 03:13 AM
Attached File(s)
Attached File  Map.wmv ( 3.3MB ) Number of downloads: 206
 


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Yggdrasil
post May 30 2007, 10:38 PM
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Its about 50% done now and a beta is up for download, screens will arrive later tonight or maybe tomorrow.

Please comment and give rating out of 5 for the finished(mostly) side of the river.

I would espially like comments about object placing and textures.

Things I know i have still to do;
(See last post)

Attached File  fall_of_eden.zip ( 472.7K ) Number of downloads: 242


Edit:- Screens and Ai now works
Attached Image
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Edit 2:- New download and minimap added. Changed this to do list. (strange white holes on minimap are where holes are).

This post has been edited by Yggdrasil: Aug 26 2007, 12:03 AM


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Lightstorm
post May 30 2007, 10:51 PM
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3 things.
first of AMAZING!!!11!starstar+!!&!! its really good. I can't wait to play it.
2. if you want it to be balanced then I'd add a mirror of the first city at the other sides starting point so both sides get city walls and garrisonable buildings.
3. have you figured out how to add rain?


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Yggdrasil
post May 30 2007, 11:59 PM
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Thanks,

In reply,
Its an idea but i may try 2 balance it with different terrain that has the same effect on both sides, ie same number and size of choke points but different things cause them.

I have yet to get rain but i have got lightning (so i suspect it has to be scripted in)
and the shiny ground thing has gone (thats is due to the macrotexture and is a right little monster to do).


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Dallows65(Mtank)
post May 31 2007, 02:25 AM
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couldn't you just add the rain by checking stormy in the Weather settings?


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Yggdrasil
post May 31 2007, 08:05 AM
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Unfortunatly not, it just gives shiny ground and lightning. Fixed the shiny ground but still not sure how to get rain. I will go through object list and scripts in a single player map to find out how its done today.


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Yggdrasil
post Jun 1 2007, 01:30 PM
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Quick update, both sides of river done so I have uploaded new version and done the minimap.

Still to script in river turrets and a few minor objects to place, (litter etc).

Rain still escapes me althought it may only show on very high settings as i do the lightning flashes.

I would appreicate lots of comments on this version, especially on balance and object/texture usage.

Also have a WIP story for it, comments would be nice.

GDI
Another day in paradise, all guard posts report in. (3 minutes later) sector 3 report in........ what was that?
Sir, the new radar indicates multiple inbounds, also we are not getting any response from guard towers D through K in sector 3. Damn.... activate automatic defenses, transmit report to GDI command, I want all units on full combat alert. Inform the Titans Hammer to begin warmup procedures.

Nod
Shadows, commence infiltration of guard towers, keep it quiet the longer we are unseen the easier this will be. (2 minutes later) Explosives placed sir, south base can be demolished at will..... are you sure about leaving the automatic defences intact? Yes, they may trip an alarm, do not question my orders again. Start bringing in the first wave of carryalls, detonate the base after the first wave has landed.

Scrin
Secondry Ai online, Combat model CBL023/AF1
Indigineous lifeforms at class 4 stage, Ichor detonation premature, Overlord demands harvesting continue as normal, Distraction protocols engaged.......
Primary population centers indentified.......
Secondry population centers indentified.......
Tertiary population centers indentified.......
Targeting primary center 0234,8956.........ANOMALY........Class 5 combat unit detected at secondry center 3642,5378........
Overlord demands investigation.........
Beginning atmospheric entry......

This post has been edited by Yggdrasil: Jun 1 2007, 01:31 PM


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Lightstorm
post Jun 1 2007, 11:17 PM
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okay i tried it out from top going to do bottom...please stand by. for the most part its good. the balance seems good although the bottom has much less defense. also the building in parts of the map seem too crowded and uniform. red areas are areas where buildings are bad, green is where they are good. it seems simple enough to change, just take out a bunch of the wrecked foundations, add a few more damaged but still-standing buildings and you'll be set.
the story is good, class 5 unit=MK-2 maybe?
Attached Image

EDIT:
the bottom player doesn't have enough space to build a base, the top player can expand throughout the intact part of the city and still be protected but the bottom has to go beyond this to build. also the bottom base needs a better ground texture, I'd go for the one thats used by the rivers edge. the top base is too far from the initial tiberium it should be moved closer and lastly the neutral units circled in blue are too tough, i would either make them not stars or remove them because the AI has trouble dealing with them.
as for the rain it might be hardcoded or it might be scripted so you can't have it without also having the huge airbattle overhead. (which would be cool though)

This post has been edited by Lightstorm: Jun 1 2007, 11:48 PM


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Yggdrasil
post Jun 2 2007, 07:15 AM
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Yep, shouldn't be too hard to change. Ironically those bits are from the original map with the exception of the bottom right.
What is wrong with that bit out of interest as it seems to me to contain a good mix of damaged and ruined structures. For the bottom start position I am thinking of moving the defenses further up into the city. Will probably remove the neutrals from the subway station, might add a couple of squads of riflemen (newb) to the ruined base.


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Lightstorm
post Jun 2 2007, 02:04 PM
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the wrecked base in the bottom right is too crowded, I'd either remove some buildings or expand the base


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Yggdrasil
post Jun 4 2007, 10:10 PM
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Update Time!!!!!

I have played around iwth the lighting and buildindings in all the areas specified by lightstorm, Also extended the map to increase the start build area for the bottom player to match top play size, (or there abouts). Also moved the craters about to try and make them more balanced. New screens, minimap and download on the page i put them. (Lightstorm if you want to move the screens and download to your first post it might make it easier for people to find it).

Things to do:-
Balance (you can never spend too much time balancing)
Turrets (learning to script takes more than the odd 15 minutes I can throw at mapping at the moment)
Finding out how to add rain (this is really bugging me, i have lightning and a none shiny ground but no rain?!?) ps its not scripts or objects, I've checked through those)
Possibly adding a recurring force of scrin that ramage through the area (not too strong), although that might irritate some players, (escially scrin).

This post has been edited by Yggdrasil: Jun 5 2007, 06:12 AM


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Lightstorm
post Jun 6 2007, 12:08 AM
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okay the buildings are much better now. the only thing i see as needing change is to move the wrecked buildings out of the holes in the wall. there's no logical reason for them to be there and they clog the entrances. also i liked the grayer looking lighting. it fit the map better. and if you DO get rain working be sure to make it a tutorial. I'm sure a lot of people will want to know how thats done.


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Yggdrasil
post Jun 6 2007, 12:27 AM
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The ruins are there to show that the zone walls were destroyed rather than magically dissappearing. The lighting is easy to change, will do soon.


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Lightstorm
post Jun 6 2007, 02:36 AM
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but they don't look like Zone Walls, they look kinda tacky. it looks like they stopped the walls because the building was in the way, I'd be better to just have a hole. aren't there wrecked zone walls?

EDIT:
rain

This post has been edited by Lightstorm: Jun 6 2007, 08:35 PM


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Yggdrasil
post Jun 8 2007, 01:39 AM
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Have removed them as you were right about them looking a little out of place. Nope on wrecked zone walls and also the lighting is back.

Thanks for the rain link but that was how i got the rain macrotexture in the firstplace. Still get no rain falling effects though.


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Yggdrasil
post Aug 26 2007, 12:01 AM
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Yep this topic is old but i thought i better update it.

Not entirely sure if this version got posted but i doubt it.

Scripts still dont work but I now have no idea why. If anyone feel like fixing it please do so and tell me how to make it work.

Download is where it always is, somewhere midway down the page.


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