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Temperate Theater
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Nov 22, 2010 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

these look good.. something I can't place though, perhaps to green?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Nov 22, 2010 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think so anyway, I'd think we need a variety of green trees for the healthier areas too.


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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Nov 23, 2010 12:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Would love for a forest fire!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Nov 23, 2010 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Got a few more done within the hour:


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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Nov 23, 2010 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium needs to start doing its job.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 23, 2010 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow they turned out really well, only thing is tho is it makes some of the maps look a bit too healthy etc, needs more dead & brown ones #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Nov 23, 2010 1:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Agreed, I'm not finished with these yet. #Tongue

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Tue Nov 23, 2010 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I can donate you some tree models if you like.

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Tue Nov 23, 2010 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Keep the healthy ones for Globotech/Green zones.
A few more dead ones would be nice, and maybe a tiberium infested one too.
They look great on the new terrain!

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ErastusMercy
Energy Commando


Joined: 13 Nov 2007
Location: United Kingdom

PostPosted: Tue Nov 23, 2010 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Lord Unforgiven wrote:
Keep the healthy ones for Globotech/Green zones.


And of course the healthier trees would fit the Twisted Dawn period too, showing the player how Tiberium has affected the world so quickly.

btw great work boss. Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Nov 23, 2010 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

These turned out better than I expected Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 23, 2010 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since tiberium trees can have a custom spawnrate of tiberium, we should definitely think about adding a large variety of infested trees, which could then spawn much less tiberium than the primary tibtrees but still one or 2 patches after a long time. (these could be also done destroyable contrary to the immune primary tibtrees)

In this connection we should also think about creating blue and red tiberium trees.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Nov 23, 2010 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

They look too living in my opinion. They just don't seem to fit the other terrain as well as the previous trees.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Tue Nov 23, 2010 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Since tiberium trees can have a custom spawnrate of tiberium, we should definitely think about adding a large variety of infested trees, which could then spawn much less tiberium than the primary tibtrees but still one or 2 patches after a long time. (these could be also done destroyable contrary to the immune primary tibtrees)

In this connection we should also think about creating blue and red tiberium trees.

I really like that idea. I tried it myself once, but failed #Tongue
But I would make them partly inaffected by forest fires ...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Nov 24, 2010 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I only see 1 maybe 2 types of trees that actually look out of place, other than that this is some really good terrain.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Nov 24, 2010 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe I know which Trees you are referring to, those have already been replaced.
Here is our set of Blue Zone Trees: I'll get some images of each new tree type in their habitats soon.



We have plenty of Tree Sets to chose from:

- Green/Healthy
- Green/Half-Healthy
- Yellow/Dying
- Brown/Dead
- Burned/Dead
- Broken/Dead
- Bushes/Healthy
- Bushes/Dead
- Cacti
- Flora/Mutated

Last edited by Aro on Wed Nov 24, 2010 7:32 pm; edited 1 time in total

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Nov 24, 2010 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now that looks better.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Nov 24, 2010 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree, That image looks great. the darker ambient light makes alot of difference on how it looks. Well done!

I want to see more Razz

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Nov 24, 2010 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you make use of the ones I sent you?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Nov 25, 2010 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

No, not yet anyway.

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Thu Nov 25, 2010 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm loving those new civilian buildings Very Happy at quick glance, I sure thought it was RA2, and those trees match well with the terrain.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Jun 17, 2012 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

New Dirt Roads, I'm so glad I've finally gotten these off of the to-do-list.


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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Jun 17, 2012 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Think i preferred the old dirt roads

Those little black rocks just look abit odd and out of place, especially as they are on a road..

The fauna looks great, really fits well for temperate areas

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jun 17, 2012 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like them. And they're not really roads, just tracks created by constant use rather than being intentionally produced.

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Sun Jun 17, 2012 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

IMO too many.

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Sun Jun 17, 2012 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't say whether they're better or not than the original, but they do fit the terrain. I don't mind the rocks in the example map here, but they might stand out in another environment.

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sun Jun 17, 2012 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

well. I kinda like the fact it fits the other terrain now...but at the same time I think it blends almost too well. At first quick glimpse I was like 'wut dirt road? all i see are pebbles on the...OH WAIT A MINUTE'

So personally...if I had terrain making talents, i'd make it stand out a tiny bit more, and would probably reduce the amount of rocks on the roads or at least put more of the ones already there to the edge of the roads rather than in the center if possible. And would certainly use them more on the parts where the dirt roads kinda go faint for a bit.
For example on the original dirt roads this would be pieces like DS3 where it's one full and long piece but the middle of it looks like the Clear LAT.

But as of right now, to me the rocks in the road look more like a 'well let's throw our small rocky detail on the roads to make it look different as lets face it it's only a dirt road there's bound to be rocks in it!'

But it certainly is an improvement from the standard dirt roads that stuck out in a bad way in TI's terrain. So good job.
EDIT: Oh btw, some guest on Tibweb posted an error report there on a topic. Figured i'd say something.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jun 17, 2012 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the middle of a road is always least used, so it makes sense some rocks would stand out. Also, like Bolt said, they are more like tracks born out of constant use, not built in a sense. I agree, the pebbles will make the roads stand out depending on the surrounding terrain, and thus I'd give them a brown tint, to blend with the road more.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sun Jun 17, 2012 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make a tile with a tiberium fiend roadkill. #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu May 30, 2013 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some more new terrain details. Improved shores and rocks.



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu May 30, 2013 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

These new shores are really neat. My only comment goes to the natural water bridges - I would prefer if they consisted of clearly shallow water.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu May 30, 2013 8:07 pm    Post subject:   Reply with quote  Mark this post and the followings unread

very nice

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Lopunny777
Medic


Joined: 16 Jun 2011

PostPosted: Sat Aug 10, 2013 4:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey...can you point me to the editor direction forums...unlike warcraft there is no terrain and when i click something it remains a white screen...and there seems to be no button to do anything about it as far as i know v.v..

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Sat Aug 10, 2013 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Create a new map or open an existing one. It doesn't start in edit mode.

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Mon Aug 12, 2013 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I Really like it! Looks a completely new game! Very Happy

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