Posted: Thu Jun 16, 2011 8:08 pm Post subject:
Twilight Flame
New map I have decided to work on after the recent official Polls turned in that this was the most favoured generals map.
Note: this map will be hard to recreate due to the ways cliffs are in YR but I will try my best to design this map.
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jun 16, 2011 8:34 pm Post subject:
To continue from the other topic:
-The cliffs in the corner and between player locations are the highest parts of the map.
-Player locations and the middle cliffs are about the same height.
-The part between the left (and right) starting locations is supposed to be a dried-out river bed from the looks of it. This is the lowest part.
-The other parts slowly descend from the starting locations into the river bed, excluding the hills where the bridges are. QUICK_EDIT
Posted: Fri Jun 17, 2011 12:56 am Post subject:
TX
You want TX & the mod switcher? Go to this top and 18 down from the top you will a link where you can find the directory to DL them. FYI on the 2nd page.
The middle part is a big canyon, not a river. Not retaining the same character as a river to be honest. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Converting map from temperate to desert and vice versa is pretty easy anyhow, only things that might need manual fixing are aforementioned high (both wood and concrete) bridges and water cliffs which are all absent from desert theatre in vanilla YR. Possibly stuff like trees too depending on how you've used them. _________________ QUICK_EDIT
Converting map from temperate to desert and vice versa is pretty easy anyhow, only things that might need manual fixing are aforementioned high (both wood and concrete) bridges and water cliffs which are all absent from desert theatre in vanilla YR. Possibly stuff like trees too depending on how you've used them.
Well I luckly I need the water cliffs gone anyway as there isn't actually a river there lol.
I will change it to desert with TX on Saturday when I got some more time to do the map.
I will remake this but its almost impossible to get it close to what the generals one is so I will make it based on a revision by myself. QUICK_EDIT
Why not make it isometric. Instead of trying to recreate it exactly, just turn the Generals minimap at an angle and then fill in the blanks that occur at the corners. QUICK_EDIT
I considered suggesting that, but it is a much rougher looking way of doing it and hardly a remake.
If YR had a decent shroud tileset it'd look better in that manner, imo. QUICK_EDIT
Awh, you decided to go against what little I gave you.
Like I said before, I have full confidence you can do this. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
The cliffs are wrong, anyway. The player spots should be 8 height units above the bottom of the canyon, so that one cliff range would seperate the canyon from the flat, open area at the end of the bridges, and another to seperate this area from the higher ground, where the player spots are located. _________________
Posted: Sun Jun 19, 2011 11:03 am Post subject:
tf
Hogo wrote:
Its hard because of how the cliffs work. I might just leave this project alone as it seems its a giant fail..
dare to dream....failure is not an option. Just take your time and be patient. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sun Jun 19, 2011 6:22 pm Post subject:
Hogo wrote:
Its hard because of how the cliffs work. I might just leave this project alone as it seems its a giant fail..
You could always just do a different perspective to where instead of the players being top and bottom middle, you could have top right corner vs bottom left (or vice versa). It would be easier and could look just as good :) QUICK_EDIT
I posted a link with other CGEN stuff not only TX in an earlier post. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Nice one Orac Thanks alot, I am going to restart this based entirely on your layout as its a perfect map Last edited by Hogo on Mon Jun 20, 2011 6:37 am; edited 1 time in total QUICK_EDIT
Posted: Mon Jun 20, 2011 12:13 am Post subject:
TF
funny thing is I never really paid any attention.......i thought it was Orca......Nice that you pointed it.... _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Jun 20, 2011 4:38 pm Post subject:
I do have to note that in the original design, the land slowly descends into the dry river bed, and not have cliffs around them. Only the area where the bridges are can be seen as cliffs. Just a thing I wanted to note when I saw Orac's design QUICK_EDIT
Okay I have updated the first post with a brand new Preview, I finally got TX working in the render thanks to Starkku thanks dude.
Okay so this is the first Stage I have finished took a while to get everything to a good proportions but there are things I want to ask First
Wood Or Concrete Bridges? I was feeling wood as its a desert style but the problem is then I couldn't use roads for it also.
I was thinking of adding ramps to the first two cliffs top and bottom, two along the long top two along the bottom to allow a entrance so the bridge doesn't get clogged.
I do have to note that in the original design, the land slowly descends into the dry river bed, and not have cliffs around them. Only the area where the bridges are can be seen as cliffs. Just a thing I wanted to note when I saw Orac's design
Yeah, I wasn't totally sure about it.
But I think it might work better as Hogo has it, which makes for more RA2 gameplay - a different type of spamming. QUICK_EDIT
Quick Update, Check the first post.
Spent 20 Minutes or so doing this cliff section let me know what you think, Details will be added when I have time tonight.
Feedback as always is welcome.
Rob/Hogo QUICK_EDIT
I never played twilight flame, avoided symmetric generals maps like the plague. What's so good about this map, seriously? I'm genuinely curious and not trolling. It looks very generic to warrant such a huge fanbase. _________________ Victory! QUICK_EDIT
It's one of the better 8-player maps Generals has to offer. Of all of them, it's probably the most balanced and more varied than the others. Whiteout and Iron Dragon are pretty boring. This offers a bit more variety. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
It's not that much bigger, really.
But it looks pretty good. The cliffs could still do with looking more rugged, but this is still a nice looking map. QUICK_EDIT
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