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Scorched Earth MOD by G-E
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon May 21, 2018 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

New map with new stuff... this is gonna open up a whole new range of possibilities.



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon May 21, 2018 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I may make a suggestion: leave the top of the camo pill empty. It's how ICFRA did it.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 22, 2018 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

The shade difference is the renderer using generic light on buildings for some reason. Screenshots show it perfectly matched.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu May 24, 2018 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Simple map, but I like it...  centers around an open field airport.

The dark patches are meant for the runways, but I may replace those with a gravelly looking tile  later. Ideas aren't in short supply.



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu May 24, 2018 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unrelated, but could we please get a close-up of that airport?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu May 24, 2018 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wait for the next snapshot Smile

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun May 27, 2018 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some of these made it into the last snapshot, some will wait for the next...



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 02, 2018 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Found this derelict school campus poking around Hamburg on googly maps, after a lot of squeezing/distorting and redrawing edges, I got something pretty decent.

And my latest map, Spearhead.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Jun 06, 2018 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm becoming MadHQ!



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jun 07, 2018 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

All I need now is a bulldozer to finish my Tonka Toys hah!



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Jun 13, 2018 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

So for the sake of ambience, I've added a number of aircraft that are specifically for scripting flybys with...

On Transit Point my "airport" map, 3 of these are used to pass through the map at random delays. I have fairly appropriate cruising sounds for them as well, which differentiates them from the various fighter/bomber aircraft sounds.

I had planned to use the 747, but funny enough the bounds clipping glitch (even though it is shrunk) causes a chunk of the tail or wing to show in front or behind depending which way it flies.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Aug 11, 2018 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I am actually working on the mod, one of the goals I set was 2 new maps before the next snapshot. I've finished another simple temperate map almost  2 weeks ago, despite starting it after this one...

After almost 4 weeks of occasioanlly working on it for a few hours, I'm down to the home stretch. It is absolutely amazing how long an ambitious city map takes.

EDIT: Finished, added majority of ambience, did some touchup and tweaking... needs more play test time though.

Full render --> http://aproposer.net/ra2/citylimits.jpg



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Aug 15, 2018 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Expanded my graffiti lineup... I'm going to do a few more before I make dirty/damaged cliff sides.



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 16, 2018 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

No no no it's Romani ite domum! #Tongue

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Aug 16, 2018 6:20 am    Post subject: Reply with quote  Mark this post and the followings unread

What does the CNN one say?

Also: how dare you not have Grove Street, Ballas and Vagos graffiti #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Aug 16, 2018 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's the final haul... I left 1 spare for both sides.



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Aug 16, 2018 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't believe it! OGF & Grove? Shocked
As in "Orange Grove Street" before the color change? Surprised

You have my respect, G-E.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Aug 16, 2018 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, you even put the kool-aid into your mod. Chemtrail weapons when?

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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Aug 16, 2018 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's what that looks like...



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Aug 19, 2018 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

...



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Last edited by G-E on Sun Aug 19, 2018 5:02 am; edited 2 times in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Aug 19, 2018 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

New snapshot is up, with a fuller graffiti set, a tons of new farmland, and more decorative objects, including new trees.

All maps updated to reflect the changes...

Oddly DC Revolution and River Promenade had cliff inner corners get corrupted even though I hadn't changed anything with those tiles, seems it was a mix error skewing the cell count or something.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Aug 23, 2018 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Who doesn't love the wonky Hi-Ace?



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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sat Aug 25, 2018 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Saw you using that guard tower.

IIRC MadHQ did one for every side.

IIRC.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Aug 25, 2018 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok? I've been using this one since the beginning, just like the spotlight tower is my sniper tower for Soviets.

They act (along with camo pillboxes) as unpowered defenses with different roles.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Aug 30, 2018 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Replaced all the messed up road tiles ... changed a few from their intended shape to be more interesting Smile



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Aug 30, 2018 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice!

I hope this means more realisitic cities from you.

BTW: what about the paved/highway roads? MustaphaTR, I think, once made ones that go straight left/right, up/down, as opposed to diagonal.
Any chance we'll see that here too?

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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Thu Aug 30, 2018 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Look cool.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Aug 31, 2018 3:57 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK: There's only 2 mods with arguably more realistic cities, and neither of them follow RA2/YR look/feel/scale or retains the dirtroad basic shapes/size...  I'm almost insulted hah!

BySc: Thanks, I was looking through your pack of misc junk, I may end up using your cranes soon after I make proper dock tiles for my cargo ships Smile

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Sep 03, 2018 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

New fueling station...



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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Sep 04, 2018 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Can cars drive into it?#Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Sep 04, 2018 6:37 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Can cars drive into it?#Tongue

No, I had considered making the pumps individual objects and making canopy pieces, but really, who cares?

Oh and for obvious reasons you can't garrison it haha Smile

Next one done...



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Sep 14, 2018 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

My civvies are so spoiled!



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Fri Sep 14, 2018 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

*_* Looks cool, loved.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Sep 14, 2018 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty nice job, I know how much work those damaged and rubble frames take to make which is why I skip rubble completely. Though the leftmost house kind of looks like the damage was pasted on 1 pixel off to the right and the cut over near the window on the SE side is smoothly cylindrical. Otherwise, nice structures.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Sep 14, 2018 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dunno the busted leftmost house looks alright to me, the slip up if anything is the bottom corner of the lower house is damaged, but shows up in the rubble frame.

I don't find it hard to make rubble, I enjoy it actually! Beyond these new assets I've been going back to add rubble frames to some of my earliest civ buildings as well, I updated 3 others between making the above.

Unrelated but I was also playing with fires and the damage they deal, sometimes buildings will now burn down on their own if damaged. I like that a lot Smile

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Sep 17, 2018 2:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Playing with parking lot designs for the drive-thru, I'll need to make an ordering post/sign thing but that's easy enough.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Oct 24, 2018 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Filling out the ranks...



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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Oct 25, 2018 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

whoa.... these things looks nice!
but we want drive vehicles in the gas station... hehe


Spoiler (click here to read it):

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Oct 25, 2018 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Psssh don't tease me with custom foundation bs #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Nov 08, 2018 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

New snapshot is up!

One thing I did recently is change the garrison guns to have farther range on taller buildings, but I finaly went through to update all the respective gunshot sounds and building sight distances. I'm really happy with this, you get a good sense of battle atmosphere, and it makes garrisoning even better for gameplay.

The latest City Limits map (old thumbnail above) is fast becoming my favourite map. The size and resource availability is perfect for a non-stop AI gang-up.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Nov 24, 2018 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Voxel updates...

Slowly getting the low-priority stuff done, but one very noticeable change is splitting the cannon functions for land and air targets on the Scorpion and Flaktrack...



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Dec 02, 2018 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well that's a weird glitch, you're seeing the AI went nuts building Guard Towers, but not only that, didn't follow adjacency rules at all. What you don't see is where it ran into the coast and couldn't build anymore, it turned in a new vector to build. Obviously there's some logic to this placement glitch which makes it even more interesting.

Still no idea what caused it, I was only updating voxels and cameos.



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Dec 03, 2018 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

It happens when the AI is not able to build some needed stuff. Like if there is ProtectWithWall and it is not able to build wall either because ConcreteWalls doesn't have entry or a unit deploys where wall has to be built etc..

Or check if AI is building any 0x0 foundation structure.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Dec 10, 2018 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

New snapshot is up!



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BySc
Cyborg Artillery


Joined: 07 Jul 2013
Location: Turkey

PostPosted: Tue Dec 11, 2018 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice, good work.

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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Dec 11, 2018 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you played it at all?



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Joined: 09 Feb 2015

PostPosted: Mon Dec 17, 2018 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Almost ready for a new snapshot...



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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Dec 19, 2018 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

In the navy...

Found a weird glitch in my AI that caused immense slowdowns during naval combat, ranged units like drednaughts would try to attack a war factory at some unreachable place and from across the map, continually cycling.

Anyway spurred me to work on the AI s'more, added a dozen new things, in between updating cameos and voxels.

Naval combat is very hectic now #Tongue



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Joined: 09 Feb 2015

PostPosted: Mon Dec 24, 2018 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Massive ass-kicking update is up...

Voxels updated: Destroyer, Black Carrier, Carrier, Escort, Aegis, Missile Warship, Prism Warship, Torpedo Scorpion, Tesla ship, Heavy Dreadnaught, Heavy Cruiser, Battleship, Guardian, Armadillo, Chimaera, as well as all the miners.

I should have recorded my last game, it was total madness against 3 AI...

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PostPosted: Wed Dec 26, 2018 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread






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