Totem Arts Staff TK0104 Posted April 28, 2016 Totem Arts Staff Share Posted April 28, 2016 (edited) Yo, So now I'm done with all my maps, I couldn't stop with map-making so I decided to search through C&C games and find a good idea. I found a great idea when I looked at a Command & Conquer Renegade 2 screenshot. It was a screenshot of C&C Renegade 2 beta footage at Marin Headlands. I looked at the screenshot and started to make a map based on the screenshot (details of it will return in map, not the lay-out) Screenshots of orginal C&C Renegade 2 map: What I have now so far: (NOTE: this is just a basic lay-out) Well that's it for now, cheers Edited July 21, 2016 by Guest Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted April 28, 2016 Totem Arts Staff Share Posted April 28, 2016 FINISH YA OTHER CRAP BEFORE MAKING MORE STEAMING PILES OR CRAP you must have at least 10 unfinished unpolished turds in the works ... finish at least one before squeezing another one out im all for custom maps but not if they get started and never finished its good enuff is not a good way of doing things .... this sort of shit is what fucked over rens custom map enthusiasm .... "yaeh new maps ... ohhhh its a buggy pile of steaming turd .... ill go back to under and field" Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 28, 2016 Author Totem Arts Staff Share Posted April 28, 2016 FINISH YA OTHER CRAP BEFORE MAKING MORE STEAMING PILES OR CRAPyou must have at least 10 unfinished unpolished turds in the works ... finish at least one before squeezing another one out im all for custom maps but not if they get started and never finished its good enuff is not a good way of doing things .... this sort of shit is what fucked over rens custom map enthusiasm .... "yaeh new maps ... ohhhh its a buggy pile of steaming turd .... ill go back to under and field" Fine tell me which I need to fix. I've updated ALL my maps recently. This map will takes my ideas of CNC-Meteor. I am not want to steal your ideas of BeachHead and that's why I don't see any point to finish it. I have also some maps that I created, but I lost the files so some maps are not going to be finished at all Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted April 29, 2016 Share Posted April 29, 2016 FINISH YA OTHER CRAP BEFORE MAKING MORE STEAMING PILES OR CRAPyou must have at least 10 unfinished unpolished turds in the works ... finish at least one before squeezing another one out I agree on this, Thommy, I think you're doing great work but most of the maps you've made until now are missing that final touch. Maybe if you give more time and attention to smoothing and polishing the maps they'll be better of quality. Try to finish Tomb and Uphill first.. then start thinking of other maps, meanwhile also try to improve TrainingYard please, take critisism from the public to adjust the gameplay and the basic geometry. (for example; I have heard CS plays like shit, so I've tweaked the whole map in order for it to play better) It just takes time.. See this useful PDF for the basics of gameplay design; http://sassybot.com/resources/presentat ... Design.pdf Maybe you can learn something from it I think you have the basics but again, I think you need that polishing touch on your maps. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 29, 2016 Author Totem Arts Staff Share Posted April 29, 2016 FINISH YA OTHER CRAP BEFORE MAKING MORE STEAMING PILES OR CRAPyou must have at least 10 unfinished unpolished turds in the works ... finish at least one before squeezing another one out I agree on this, Thommy, I think you're doing great work but most of the maps you've made until now are missing that final touch. Maybe if you give more time and attention to smoothing and polishing the maps they'll be better of quality. Try to finish Tomb and Uphill first.. then start thinking of other maps, meanwhile also try to improve TrainingYard please, take critisism from the public to adjust the gameplay and the basic geometry. (for example; I have heard CS plays like shit, so I've tweaked the whole map in order for it to play better) It just takes time.. See this useful PDF for the basics of gameplay design; http://sassybot.com/resources/presentat ... Design.pdf Maybe you can learn something from it I think you have the basics but again, I think you need that polishing touch on your maps. Okay thanks for advice NOTE: Uphill is not on the map rotation so I don't know any bugs that needs to be fixed Quote Link to comment Share on other sites More sharing options...
Ryz Posted April 29, 2016 Share Posted April 29, 2016 Yeah keep up the good work Thommy, but also be open for criticism. Kenz could have brought it a bit more polite... Maybe you should see if you can bring the 'old' Trainingyard back. Everybody loved it afaik, except for the pick-ups. Also: do something with the silo route. Maybe make it shorter, make it have more entrance, or make it more attracting at all? Tomb is fine, besides maybe some bugs, if you ask me. I really like the map. Quote Link to comment Share on other sites More sharing options...
Henk Posted April 29, 2016 Share Posted April 29, 2016 Tomb still has the sticky walls right? If so, that's top priority, it's not really a complex shape to model and unwrap, you could try to remodel it yourself. It might take some time to learn how to model, but it's a useful skill, even if you don't want to become a 3D artist. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted April 29, 2016 Totem Arts Staff Share Posted April 29, 2016 Yeah keep up the good work Thommy, but also be open for criticism. Kenz could have brought it a bit more polite... ive said the same thing with a happy demeaner a few times but it dident turn heads... what i said was very restrained and painted an image of what is going on Quote Link to comment Share on other sites More sharing options...
Mystic~ Posted April 30, 2016 Share Posted April 30, 2016 Thommy, could you please fix the Nod harvester issue on Tomb if you haven't done this already. The last 3 games I played on this map the Nod harvester got stuck in the refinery bay and GDI quickly wins due to the one sided flow of credits. This also happened on the last PUG game. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted April 30, 2016 Author Totem Arts Staff Share Posted April 30, 2016 I will do that. I will stop on all the maps for now, and concentrate on TrainingYard and Tomb to make sure it will be in a future patch Quote Link to comment Share on other sites More sharing options...
RoundShades Posted April 30, 2016 Share Posted April 30, 2016 I will do that. I will stop on all the maps for now, and concentrate on TrainingYard and Tomb to make sure it will be in a future patch I know where you are coming from: 1) Your maps rarely get on rotation or played. 2) Fixing ideas, or building the same map a second time around just to adjust some stupid spacings, isn't as fun as making an actual map. 3) Assets are sort of in short supply, and aren't the same as building a map itself. 4) Aggressive criticism destorys work motivation (and I encourage you not to let it) Still, here are suggestions if you do feel on doing some touch-up work for your maps: 1) Tomb has sticky walls. Make invisible blocking volumes just big enough to provide artificial contact with the wall that won't stick to your character. Not fun, but one of the last major improvements Tomb needs. The harvester occasionally gets stuck, but it does on Lakeside too and idk how that happens. 2) Training Yard is a short map with seemingly random gameplay. The outside edge path only contributes to "cheesing" as it is out of the way of combat, either remove it and leave the map as a 2-lane, reduce the outside paths or ways to get in and out of them, or make the also connect mid-field like a ramp to the tib field. The middle infantry path is a slam-rush path, it could use some complexity on both side base entrances, a concrete divider or boulder, and perhaps something in that field that gives tanks between two lanes and the infantry some cover. Even consider putting rocket emplacements in base to instill SOME form of anti-vehicle defense because once tanks are in-base there is seemingly no way to get them back out again. 3) City looks promising in gameplay and the fact that it's friggin' City, but it doesn't look visually appealing. I don't expect you to be able to do anything about that, and want to make this the next map frequently played in rotation, so if anyone else does have assets or the desire to add assets, they can do so after this is being played, assuming it has no gameplay bugs. Assets can always be added after the fact. This is a very acceptable "early release" play-in-dev map, barring any gameplay bugs. 4) Uphill I honestly didn't get to see enough of. Straight up outright. All I can say about Uphill, is that you should do Tomb fixes first and get the newest silo-moved version ported to the hopefully 5.17 (#yosh), then you should figure out how to make TrainingYard back-and-forth. If anything comes up with City meanwhile, move that to the front burner when it does, and if 5.17 takes a while, maybe that can make it. If not, just as momentous. Uphill and river and others can come into the picture after these already existing maps are tweaked so they climb the rotation popularity. 5) Not just you, but "other mappers" have made maps that need full release as well. Eyes was fully released, but he said he is working on a new version that cuts out some of the no-man's land, and I can't wait for "Glasses". Crash Site had it's own share of development problems, but he is taking it very professionally. Siege would be nice when it does make progress, I'd welcome it any day it'd come. Someone needs to tweak Under and Field imo, like Goldrush was tweaked, and I did work on it before major base defense rebalance made me really need to restart. I could honestly work on it again, the linear tunnels were the main problem. There is a lot of RenX works that have exciting prospects. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted May 9, 2016 Totem Arts Staff Share Posted May 9, 2016 The harvester occasionally gets stuck, but it does on Lakeside too and idk how that happens. Isn't that just some weird AI Node error? Something about driving in front of the harv can stick/unstick it. I think. Still weird though. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted May 9, 2016 Author Totem Arts Staff Share Posted May 9, 2016 They have to add some pathnodes and should be fixed Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted July 20, 2016 Author Totem Arts Staff Share Posted July 20, 2016 Progress! So now that most of the maps are fixed / finished, I can continue working on other maps. The map has a complete new design and gameplay changes. I made of this map an Infantry Only map. I wanted to make a map which contains no vehicles and will be no building fight. The map will contain these structures - Hand of Nod / Infantry Barracks - GDI / Nod Power Plant - GDI / Nod Tiberium Silo - Guard Tower / Turret - Silo Tech Buildings Preview of Nod base: Preview of GDI Base 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted July 21, 2016 Totem Arts Staff Share Posted July 21, 2016 Your maps is flat... Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted July 21, 2016 Author Totem Arts Staff Share Posted July 21, 2016 Your maps is flat... Well you haven't seen the infantry paths yet (Not really much work on it yet). Trust me it will be good Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted July 21, 2016 Totem Arts Staff Share Posted July 21, 2016 Your maps is flat... Unlike your tits, amirite? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted July 24, 2016 Author Totem Arts Staff Share Posted July 24, 2016 Work in Progress - Worked on the interior of the Watchtowers and Bunkers - Worked on the Infantry paths - Worked on the deco of the bases As expected for you guys, no updates coming week cause I'm on vacation so no WIP and PUG for me next week aaaaand no Beta 5.2 first look Quote Link to comment Share on other sites More sharing options...
j0g32 Posted July 24, 2016 Share Posted July 24, 2016 Looking good - I like it, in particular the rocks. Feels a bit like Renegade Misison 1 Are you using a global texture mapping thingy? Could you give us by any chance an overview of the map? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted July 24, 2016 Author Totem Arts Staff Share Posted July 24, 2016 No I messed it up once and then I created a miracle Yes you can have an overview of the map: NOTE 1: It is a crappy overview because when I use top view, it won't show all the meshes and buildings for some reason (Never had that on my other maps) NOTE 2: The map is still WIP (look at the top of the image. I haven't done any progress on that side of the map yet. But there will be a bunker over there) Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 12, 2016 Share Posted October 12, 2016 (edited) Did some testing today, here are my results: Missing Collision: http://prntscr.com/csyrgg - http://prntscr.com/csysly (thats near the Bunker @ GDI side of the central hill the arrow is pointing at my engineer helmet) You can leave the map from this origin: http://prntscr.com/csytu0 From that spot you can climb the hills and walk almost anywhere... http://prntscr.com/csyuhy / http://prntscr.com/csyuzi / http://prntscr.com/csyvrx And you can still climb the central hill as well. The hill is a deathzone, but if you keep to the edge you won't get damaged: http://prntscr.com/csywml (origin: http://prntscr.com/ctaxtb or http://prntscr.com/ctay8h) (Half-)Glitched Nuke Spot: next to GDI barracks there is a small mound in the water. Nod can kind of hide beacons there. You're able to focus on the beacon and even disarm it, but only from a very specific angle. From most viewpoints this beacon cannot be disarmed... Note: On one side of HoN you can't dive into the water and GDI can place beacons which cannot be disarmed... But the Ion can't hit HoN from that distance... Misc.: - Overview map is missing, so Comm Centre is useless for now (except radar). - The "teambunkers" got the wrong colours. The bunker facing GDI base (path from Nod PP) is yellow, should be red instead. - From GDI base to Silo: http://prntscr.com/ctb06c at this steep point you'll get stuck. Though you can get out on your own it's still really annoying. - other places to get stuck: http://prntscr.com/ctb1g6 (small crevice - you can't leave it...) http://prntscr.com/ctb2ms (near that crevice) - behind Nod teamsilo is a pit - only Patch or SBH can jump out of it Sn4ke *** Special Thanks to: Try-Out *** Edited October 13, 2016 by DarkSn4ke Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 9, 2016 Author Totem Arts Staff Share Posted November 9, 2016 (edited) So a changelist with some good changes: - Redesigned the center part. The Hill is now accessable! - Removed Bunkers because we now have the hill as sniper vantage point - Added more detail to the map - Fixed missing collision - Fixed getting out of the map @GDI base - Fixed Half-Glitched Nuke spot @GDI Barracks - Added Minimap - Fixed spots where you can get stuck - Fixed pit where you're could be "trapped" - Updated Silo building (Now with Fire and Spark effects)(Thanks to @CoreDefender More updates soon! Edited November 9, 2016 by ThommyK0104 1 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted November 9, 2016 Share Posted November 9, 2016 Good job on that silo! looks great. Quote Link to comment Share on other sites More sharing options...
j0g32 Posted November 9, 2016 Share Posted November 9, 2016 Well done @ThommyK0104 and @CoreDefender ! Quote Link to comment Share on other sites More sharing options...
IllumZar Posted November 10, 2016 Share Posted November 10, 2016 Wow that Silo looks awesome Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted November 10, 2016 Share Posted November 10, 2016 @ThommyK0104 I'll test it again a.s.a.p. you added the latest teamsilo version? I think you've been using different ones on River & Headlands (dunno when you worked last time on River though) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 11, 2016 Author Totem Arts Staff Share Posted November 11, 2016 River will be updated too. when I'm done with other maps Quote Link to comment Share on other sites More sharing options...
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