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Red Dusk
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greyhorne
Civilian


Joined: 05 Apr 2008
Location: Ohio

PostPosted: Sun Apr 06, 2008 12:37 pm    Post subject:  Red Dusk Reply with quote  Mark this post and the followings unread

Hey could you check out my map and tell me stuff that needs changed or fixed or whatever.

Update:Fixed ground problem.

Update:Fixed the turrets on the slopes.

Here are some screen shots:















Map.rar
 Description:
Its set as the first level on the allied campaign.

Download
 Filename:  Map.rar
 Filesize:  30.11 KB
 Downloaded:  185 Time(s)


Last edited by greyhorne on Tue Apr 08, 2008 8:03 pm; edited 11 times in total

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Apr 06, 2008 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

The right cliff pieces you need for those sloped are #0025 (Slope set pieces).

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greyhorne
Civilian


Joined: 05 Apr 2008
Location: Ohio

PostPosted: Sun Apr 06, 2008 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Sun Apr 06, 2008 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

and future hint post at least 2 screen shots please people like to know what there downloading

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greyhorne
Civilian


Joined: 05 Apr 2008
Location: Ohio

PostPosted: Sun Apr 06, 2008 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Biohazard wrote:
and future hint post at least 2 screen shots please people like to know what there downloading


Alright

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Apr 06, 2008 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Waay too much bare open space, add a little height variation a few scattered trees (I mean a few, too many slow the game to a crawl) and some different ground LATs (dark grass, rough terrain, heck, maybe some pavement?)

I'm not a good mapper but I recently read the "how not to make bad maps guide" (it seriously exists) by Zee Hypnotist. And that's the first hint I saw could be applied Wink.

Nice first try.

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greyhorne
Civilian


Joined: 05 Apr 2008
Location: Ohio

PostPosted: Sun Apr 06, 2008 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
Waay too much bare open space, add a little height variation a few scattered trees (I mean a few, too many slow the game to a crawl) and some different ground LATs (dark grass, rough terrain, heck, maybe some pavement?)

I'm not a good mapper but I recently read the "how not to make bad maps guide" (it seriously exists) by Zee Hypnotist. And that's the first hint I saw could be applied Wink.

Nice first try.


I was going to add more detail later but first i wanted to know if i was doing ok. This map was more of a basic concept that i hope to change into an advanced one.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Apr 06, 2008 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't see the layout from those screens, you should post a minimap with the next map you make.

But yeah, detail, even on rough idees is good.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Apr 07, 2008 4:06 am    Post subject: Reply with quote  Mark this post and the followings unread

you ask for the radar thing.....

go to edit on the top, then go down and select basic, select free radar yes. if you want to reveal map then you got to make a trigger for that.

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Mon Apr 07, 2008 4:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
could someone tell me how to give the player the radar without giving them the radar building

Edit->Basic->Free Radar-yes

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Mon Apr 07, 2008 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

are those sentry guns on slopes?

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greyhorne
Civilian


Joined: 05 Apr 2008
Location: Ohio

PostPosted: Mon Apr 07, 2008 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Biohazard wrote:
are those sentry guns on slopes?


ya why?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Apr 08, 2008 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

umm, buildings should only be on flat land... It aint good to have them on slopes like that.
1)It looks bad
2)It's easy to avoid
3)If I remember it can case game problems, I think.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Apr 08, 2008 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

isnt it possible to adjust buildings properties so they can be built on slopes?

anyways, either remove the sentry guns or make a slope with a few flat squares in them so the sentrys wont screw up.... it can get an IE if you destroy any building that leaves rubble, not sure about sentrys.

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