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  • Totem Arts Staff
Posted (edited)

After a Holiday last week I got a great idea for a new map. It's almost done with the develop phase. I'm about to begin with the testing phase coming week. I hope I'll be ready with the map this week so I can upload it. I'm coming week again on holiday. And I hope that I get a fresh new idea for another map.

Anyway. Here are some photos of the map. The map is called CNC-River:

[attachment=1]CNC-River (GDI Base).png[/attachment]

GDI Base

[attachment=0]CNC-River (Nod Base).png[/attachment]

Nod Base

Edited by Guest
  • Totem Arts Staff
Posted

[attachment=0]CNC-River (River with Silo).png[/attachment]

The River with a tiny Island in the middle with a silo

  • Totem Arts Staff
Posted
[attachment=0]CNC-River (River with Silo).png[/attachment]

The River with a tiny Island in the middle with a silo

A bit too many repetition on the rocks. Try to randomize their rotation a bit more

  • Totem Arts Staff
Posted

I rotaded the rocks one way. But the rocks looks at every side the same

Posted

If you blend the rocks with eachother and rotate them on all axis', they will look a lot more natural. I really like the approach with the river and the silo in the middle. The route to the silo needs less lightposts though :P It's like a Christmas boulevard :)

  • Totem Arts Staff
Posted

Yeah I'm changing things. You can walk now though the forest. I've figured out why my foliage collision volume didnt work. You can now swim in the river. The infantry path (catwalks) are bigger so bots wont get stuck.

And I'm still working on it so i dont know when i release the next version

  • Totem Arts Staff
Posted

Okay. I'm going to fill the map. I'm also busy with a big bunker on the river

Posted

Map is quite large and it needs flying a FLAT map is great for flying because mlrs can whoop apaches and they have no where to hide, same for stanks.

On maps like walls and hour glass apaches can shoot and hide. Not so on a big map.

  • Totem Arts Staff
Posted

Not a bad idea. And I'm luckly that I haven't builded lights yet. I will replace the buildings with flying buildings.

  • 5 months later...
Posted

Wow, totally forgot about this. There should really be a list with maps which are unfinished so people can keep track of it and (maybe) contribute.

Do you have any ingame screenshots? And when can we test it? (not putting pressure on you :D)

  • Totem Arts Staff
Posted
Wow, totally forgot about this. There should really be a list with maps which are unfinished so people can keep track of it and (maybe) contribute.

Do you have any ingame screenshots? And when can we test it? (not putting pressure on you :D)

The map is like 50%finished (really. The Nod side has more decoration than the GDI side. This map will introduce a bridge that automaticly opens. And you can close it in the control tower. When closed, vehicles can go to the other side of the map

Posted
This map will introduce a bridge that automaticly opens. And you can close it in the control tower. When closed, vehicles can go to the other side of the map

Keep up the good work!

  • 2 weeks later...
  • Totem Arts Staff
Posted

Another update on the map:

I've been working of the lay-out of the map and changed refinery's and tiberium fields like how it is done on Islands and Complex. So it won't take hours till the harverster gets back. The chance that your harverster will be destroyed is like 10% now. I added a destroyed Shore Defence Cannon in the background.

I also did some changes in the field. It's not an OPEN field anymore. With some landscaping and adding in rocks it you will get more cover for your vehicle.

pKjdrXV.png

k12kFb9.png

ZAFD9XL.png

wCEAX6V.png

Need to be done:

- The background

- AI paths ( I already did that in a previous version but it was sh*t back then)

- Endgame camera ( Was also sh*t in a previous version)

- Minimap (Which I think won't be there because I don't have Photoshop and with Paint it will be crappy)

More updates coming soon

Posted

PaintDotNet

If not, I could do it for you. Map file, viewport "top", zoomed out to show whole map in screenshot, take the screenshot and post it. I will compare how other minimap graphics look, and will use PaintDotNet to render one for this. Probably have to do at least a wee bit of shadowing to imply terrain height to the mimimap. If you can, make the screenshot take as much space as possible and hide the edges of the editor and also the geometry lines and tools and such.

Criticism

Large is always possibly interesting, I have no problem with that. What would be nice though, is if there were more little nubby rocks for tanks to navigate through and around. Much like Island's rocks, they are necessary to prevent tank combat from being a thoughtless battle of "throwing balls of damage at each other". Then again, this was addressed before, and you did add stuff, so it may be enough and that one very open-spaced picture might not do the whole thing justice. If so, ignore me.

  • Totem Arts Staff
Posted
I like the skybox.

Buildings seem a bit far apart from eachother.

That is only in the GDI base. I want to keep a distance between the airstrip and airtower so aircraft won't hit it

Posted

If you place the buildings far away from each other, it'll be easier for SBH's to nuke your base, engineers have to look for it and it's even harder since they're slower now.

The buildings on X Mountain used to be further apart from eachother, and they were put closer together because of SBH nuking.

  • Totem Arts Staff
Posted

Update February 21th 2016

Just a small update with the revolution of Renegade X. NEW BUILDINGS!!! (Well they're not scripted, only meshes with Ruud's Building Interface Mutator)

Added:

- Helipad by Kenz

- Silo by Renegade X Team (materials edited by Thommy)

- Repair Facility by Thommy (NOTE: This is not the one from Henk. I made this one)

XAUkH1X.png

(NOTE: I haven't builded lights yet so it looks a bit crappy)

This is it for a few days. I'm upcoming week a few days on holiday so no updates or videos on my YouTube channel

Nice Day light ,not too dark and map look gud ! :)

Well there is still a huge problem that really need to fix. You can easy B2B

Posted
Well there is still a huge problem that really need to fix. You can easy B2B

If it's artillery or something, feel no shame in putting projectile-collision blocking volumes in up high at the artillery arc midway point.

Posted
Well there is still a huge problem that really need to fix. You can easy B2B

I suggest renaming the map to Trainingyard :)

Nice work Thommy, hope some people can fix those structures!

Posted
"yer its fine to use my assets" nice to be asked !

Kenz I am looking forward to seeing your helipad in action, can it be destroyed like the other buildings and does it require to be destroyed to win?

  • 2 weeks later...
  • Totem Arts Staff
Posted

The map is cancelled during the huge B2B issue. I will make a new River map but that takes some time

Posted

No way to salvage it? Remember, nobody would blame you for making projectile-blocking volumes in high places where you have no visual sight of a building but a person would try to exploit artillery stupidly with.

  • Totem Arts Staff
Posted

Yeah but the map was made a very long time ago and my mapping skills were very bad. I flashed the map out very bad.

Posted
Yeah but the map was made a very long time ago and my mapping skills were very bad. I flashed the map out very bad.

Sad, but if you think you can do it better, than you probably should!

  • Totem Arts Staff
Posted

Okay I made a big mistake. I could just re-flash out the map and make it better. What is wrong with me :(

  • 1 month later...
  • Totem Arts Staff
Posted

Update:

So it's been a while since there was an update of this map. Cause I've been re-designing the map and that took a while. I have re-done everything. And fixed also a lot

--Changelist--

- Fixed the annoying B2B problem. I removed the infantry path and added a new infantry path / bridge to get to the other base

- Removed all base defence

- Removed the silo island in the center of the map

- Added 2 silo's to each side of the map

- Created a new landscape material that fits better to the map

- Added a lot of foliage tree's in the map (yes it has collision for characters and not for vehicles, but will be blocked for vehicles)

- Got rid of the crappy kismet bridge and just added a regular bridge that looks good for this map

- Moved both PP's to a new location

- Moved the airtower to the other side of the Airstrip

pmF9myd.jpg

Z8kDccI.jpg

vclUFhT.jpg

--To do--

- Paths / AI

- Background of the map

- Endgame Camera

- Edit some lights to non-lit version

- Volumes

Posted

Looks very nice! But the nod base looks like a nightmare to defend with the buildings so far apart, how about adding base defences?

It also would be cool with some bunkers for defending the bridges.

  • Totem Arts Staff
Posted
Looks very nice! But the nod base looks like a nightmare to defend with the buildings so far apart, how about adding base defences?

It also would be cool with some bunkers for defending the bridges.

Well don't worry cause I the only one Thommy already thought about that. In the vehicle path / field are already 2 bunkers and 1 watchtower for each team

  • Totem Arts Staff
Posted
Looks like a long range map.... gdi favored similiar to how grassy knoll is.

It won't be a Grassy Knoll map. I swear

  • Totem Arts Staff
Posted

Building lights atm. It's already busy for three hours!!!!! and it's at f*cking 3%

Edit: 4 hours gone and at 3,39%

Posted
Building lights atm. It's already busy for three hours!!!!! and it's at f*cking 3%

Edit: 4 hours gone and at 3,39%

Wasn't there someone on this forum with a PC configured to build lights fast(er)?

Posted

If it takes way longer than on your other maps, maybe there's a setting wrong somewhere.

From the screenshot it looks like your map is mostly lit by the dominant point light, or are there a lot of point lights compared to your other maps?

  • Totem Arts Staff
Posted

I've found the problem. I had 2 huge mountain backgrounds and 1 small one. I think this was the problem

No I used a few point lights. So i used only a domain directional light

EDIT: Think it isnt fixed. 1 hour passed and is at 2%

Posted

- Check the tree mesh which you're using, check their lightmapresolution, is it still at 128?

- The mesarock02 also has a lightmapres of 128 by default, if you can get away with it, maybe it's worth downgrading to 64? that will also reduce light builds

- Did you uncheck 'compress shadowmaps' in the world properties?

- Is the "Num Indirect Lighting Bounces" in the world properties higher than say, 5?

- Do you have any lights that are messed up in their settings regarding minimum and maximum shine radius?

- Do you have a spotlight that has an infinite radius? (I know I had issues with this on CS at the front of the ship, also took me 6 hours to build because of that)

- Do you have a skylight next to the dominant directional light?

  • Totem Arts Staff
Posted
- Check the tree mesh which you're using, check their lightmapresolution, is it still at 128?

- The mesarock02 also has a lightmapres of 128 by default, if you can get away with it, maybe it's worth downgrading to 64? that will also reduce light builds

- Did you uncheck 'compress shadowmaps' in the world properties?

- Is the "Num Indirect Lighting Bounces" in the world properties higher than say, 5?

- Do you have any lights that are messed up in their settings regarding minimum and maximum shine radius?

- Do you have a spotlight that has an infinite radius? (I know I had issues with this on CS at the front of the ship, also took me 6 hours to build because of that)

- Do you have a skylight next to the dominant directional light?

- Is 64

- Also 64

- was not unchecked

- was 6, putted down to 4

- no

- I don't have spotlights in this map

- no

EDIT: Rebuilding lights without tree's works fine. Tree foliage was the problem

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