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Map concept: C&C_Dunes


C&C_Dunes

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Always had the idea, back in original Renegade, for a map with no choke points. I think now's my time.

There is a Pyramid of Nod that is visible from virtually anywhere on the map so that players can use it as a basic navigational aide. There are no choke-points so attacks can come from any angle at any time. Sand dunes prevent line of sight from one base to the other and stop long range attacks from all but the tallest buildings at certain distances. The map is non-flying but some buildings roofs are accessible due to sand piling up (barracks at least). Bases have minimum defenses, guard towers/Turrets and a few sandbag walls for looks.

The map has soft boundaries indicated by: railroad running across 2 sides, a road, and a rocky cliff or sea? Open to suggestions.

 

IDEAS:

Chinook that spawns at the start and re-spawns every X minutes?

Blue Tiberium field that can be "secured" and your teams harvester will collect from it?

CHALLENGES AND SOLUTIONS

Base2Base - Prevented by having large sand dunes that can be easily driven/walked over but block line of sight.

Nod stealth advantage - The sand dunes will also let GDI sneak around, just not quite as easily. So maybe it will balance out? 🤷‍♂️

Map size - Can't be so big it takes minutes to walk from one base to the other, but not so small bases are right next to each other. Doable with some trial and error?

Interesting features/Landmarks - Pyramid of Nod, crashed cargo plane, destroyed vehicles, Tiberium fields, rocks?

Vehicular advantage - How will infantry cope with vehicles in a totally open environment with little/no cover? Some dunes that only infantry can get on because too steep? This goes against the open map idea but might have to be done.

I have no idea how to use the UDK editor. Solution: Watch all those tutorial videos I guess?

Need someone to make a Pyramid of Nod. With interior? Maybe it should just be in the unplayable area just off the map?

 

Do you think a wide open map could work for Renegade or is this a terrible idea?

Edited by C&C_Dunes
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Honestly, a lot of what you want to do is easy enough with no major modification. Using the SDK is not difficult if you spend a little time getting used to it.

 

As for a pyramid, I don't know if we have a Pyramid asset, but I would be surprised if you couldn't find one easily enough online. 

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2 hours ago, Fffreak9999 said:

As for a pyramid, I don't know if we have a Pyramid asset, but I would be surprised if you couldn't find one easily enough online. 

4 hours ago, C&C_Dunes said:

Need someone to make a Pyramid of Nod.

Or you could ask someone nicely (below is not my work) 😁

Spoiler

pyramid.thumb.jpg.79f163b412188ee5de9aeb411860b1b9.jpg

 

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  • Totem Arts Staff

(The pyramid is from my unreleased map. You can have it if you want. I created the actual pyramid myself in 3ds, and added a few assets, lights, fog and custom materials on it.)

An open map would 99% favor Nod, as demonstrated by Outposts. However, feel free to do whatever you like. I encourage all mappers and modders! :)

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Well if it's an open map with no cover then it will be a GDI map. Outposts has a bunch of cover and bases that are far apart from each other that makes a Nod map. 

 

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9 hours ago, Fffreak9999 said:

Honestly, a lot of what you want to do is easy enough with no major modification. Using the SDK is not difficult if you spend a little time getting used to it.

 

As for a pyramid, I don't know if we have a Pyramid asset, but I would be surprised if you couldn't find one easily enough online. 

Neat, think it will scale up nicely? I wanted a HUGE pyramid.

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  • Totem Arts Staff
1 hour ago, Fffreak9999 said:

You can scale models easily enough.

The only concern may be the material textures, but that won't be too difficult to sort.

You can create a custom material that doesnt scale when u scale a mesh. Pretty helpful

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Sounds very exciting!
Would love to see open maps, but as mentioned before, balance between GDI & Nod, as well as between infantry and vehicles is going to be difficult to get right.
You should use a varying scale/size of  dunes, to give both infantry and vehicles cover or block line of sight respectively.

Maybe you could have a look at world machine to generate your basic heightmap: you can easily combine different noise patterns with different scales to get you started.

Good luck! :)

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  • Totem Arts Staff

this is why we need a Editor button in the launcher @launcherdevs

 

but yer ok ... find Binaries\Win32udk.exe ... make a shortcut to ya desktop ... right click the shortcut hiy properties ... in the target box add editor to the end like this Binaries\Win32\udk.exe editor

 

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37 minutes ago, kenz3001 said:

this is why we need a Editor button in the launcher @launcherdevs

 

but yer ok ... find Binaries\Win32udk.exe ... make a shortcut to ya desktop ... right click the shortcut hiy properties ... in the target box add editor to the end like this Binaries\Win32\udk.exe editor

 

The editor comes with a start.bat file now I think.

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  • 1 year later...

I was actually making a map named C&C_Dunes.mix for C&C Renegade, it was a wide open desolate tiberium wasteland kinda thing, based somewhat off terrace. I posted a screenshot of it once on the Renegade forums but they seem to have gone down. Sadly I never finished it due to it being extremely tedious, plus I may have been a bit over ambitious by trying to incorporate a mutant base with a working refinery that could be used by either team, by way of player controlled harvesters. It got to a point where the map crashed on load, and I couldn't figure out what was causing the crash. So it ended up in the too hard basket.

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On 7/22/2018 at 12:15 PM, j0g32 said:

Maybe you could have a look at world machine to generate your basic heightmap: you can easily combine different noise patterns with different scales to get you started.

Good luck! :)

Think I may try this out when I do an Omaha Beach type of map, because every game needs an Omaha Beach type of map

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