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[WIP] GDI Firestorm Mission
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ARustySpoon
Cyborg Soldier


Joined: 20 Sep 2008
Location: Calgary, AB

PostPosted: Sun Oct 26, 2008 12:46 am    Post subject:  [WIP] GDI Firestorm Mission Reply with quote  Mark this post and the followings unread

Hello everybody! I've been doing some messing around in FinalSun for a while and decided to make an actual map. This is my first real map and I know it's not that great and doesn't really compare to the others, but its an attempt. I just kind of want some feedback so far and anything I could improve on. I will be adding lighting, triggers and all the tasty stuff that people like once my actual layout is complete. It's a single player map and will involve the player (GDI) taking control of a couple of Titans and Wolverines and destroying a Nod base in order to stop the destruction of a GDI base nearby. Once you've done so you'll take control of the base and take out the two main Nod bases. I'll try to get some ingame shots soon. So... here we go. Oh, and there are lots of trees. But the area is a cross between a Blue and Yellow zone, meaning the only real amounts of Tiberium are by the nod bases.



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Picture Two.png



Picture One.png
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Picture One.png



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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Oct 26, 2008 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Its alright Smile

Only problem I see is in Picture Two.png, with the tiberium meets the green fauna.

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Sun Oct 26, 2008 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________

Quote:
Everybody knows a mod that doesn't update every ten seconds is dead.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Oct 26, 2008 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Your mapping style is similar to mine when I started mapping for YR. Though I'm still only on like my 6th map. #Tongue

Looks very very nice. Bring on the ingames. Wink

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Oct 26, 2008 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Gamingroach wrote:
Lookin great! Nod base layout is excellent IMO along with the good use of the grass, sand and rough layout variations. I think this mapping competition may be interesting to you: http://www.ppmsite.com/forum/viewtopic.php?t=20468


Unfortunately, he cannot enter there as he posted a preview...

ARustySpoon, I find it amazing how you created such a high-quality map on your first try!

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ARustySpoon
Cyborg Soldier


Joined: 20 Sep 2008
Location: Calgary, AB

PostPosted: Sun Oct 26, 2008 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow, thanks for the replies. I've been looking at some of the maps in Twisted Insurrection and Tiberian Odyssey for some inspiration without copying anything. Oh, and shall I remove the green Tiberium trees? I'm guessing the Tiberium is why they don't show up ingame.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Oct 26, 2008 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

ARustySpoon wrote:
Oh, and shall I remove the green Tiberium trees? I'm guessing the Tiberium is why they don't show up ingame.


Ingame? What?

What I meant is:

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Oct 26, 2008 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't place Tiberium directly under the trees - it won't be harvestable. I'd also spread the stuff a bit thinner... make some gaps, reduce the amounts with manual placements of it etc.

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sun Oct 26, 2008 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

what MT is referring to is the Green Tiberium on the green mold stuff. When you place green tiberium on it, it turns blocky in game instead of doing it's normal auto-shape thing that the normal LATs do when you place them.

and I have to agree that this map looks to be coming along pretty well. Razz

_________________
Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Oct 26, 2008 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I see potential.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Oct 26, 2008 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixith wrote:
what MT is referring to is the Green Tiberium on the green mold stuff. When you place green tiberium on it, it turns blocky in game instead of doing it's normal auto-shape thing that the normal LATs do when you place them.

I cant even place Tiberium on the mold. :/

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Oct 26, 2008 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude, WTH? I spy a very similar layout of the cliffs as in my map! Can you read minds or so? Laughing

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ARustySpoon
Cyborg Soldier


Joined: 20 Sep 2008
Location: Calgary, AB

PostPosted: Mon Oct 27, 2008 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I took out the green fauna stuff and finished the overall layout of the map. Sorry if there are too many pictures, I just want people to see the new stuff. I'm now starting the triggers.



OldCity1.png
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An old city.
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OldNod.png
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An old Nod base with a hidden secret.
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GDIBase.png
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The GDI base that you'll later get control of.
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BigCity2.png
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More of the main city.
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BigCity1.png
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Some of the main city where you first start.
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BigCity1.png



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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Oct 27, 2008 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like it all, except that the city buildings repeat so much (but thats WW's fault)

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Oct 28, 2008 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

The city lighting is too bright IMO, but the rest ztyping rules! Very nice use of light posts for the rest of it as well.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Oct 28, 2008 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have a lot of potential indeed, you remind me of myself when I first joined the modding community. Also, its nice to see my mod inspiring people.

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Tue Oct 28, 2008 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats very nice i like it alot there is not such thing as to many pictures it's 100x better than non

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