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 Forum index » Modding Central » Public Project Announcements
Scorched Earth MOD by G-E
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Oct 23, 2016 3:37 am    Post subject: Reply with quote

I will do more to the War Miner sooner or later, but for Beta5 I just cleaned it up a bit and fixed the turret to reflect the weapon.... finally.


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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Oct 23, 2016 7:35 am    Post subject: Reply with quote

Western units usually go for straight shaped desighns when the soviets are more rounded. There are exeptions, but most of the time is that way.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Oct 23, 2016 11:29 pm    Post subject: Reply with quote

Beta 5 is up on ModDB.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Oct 28, 2016 5:51 pm    Post subject: Reply with quote

Moar maps!

Frozen River Valley is a wintery remake of River Valley, the obvious change is the land masses are connected, and I took the opportunity to expand the flat land for bases. While I was at it, I added some of my new assets, and then added more neutral tech structures to increase dynamism.

The conversion didn't go smoothly so I bugged zzzattack to add an option to his CnCMaps.Renderer to fix missing/corrupted tiles... big thanks Smile

Ramparts is supposed to be a 2v2 map, left vs right, though it's not really important. For some reason the bridge was giving me shit, the upper one would only repair to the pillar after I finally got repair to work at all, took about 12 attempts to fix it completely after that.


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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Sat Oct 29, 2016 6:22 am    Post subject: Reply with quote

PillBox20 wrote:
Western units usually go for straight shaped desighns when the soviets are more rounded. There are exeptions, but most of the time is that way.


Only the cast turrets of the soviet tanks are actually "more rounded" than their welded western counterparts iirc. Soviet vehicle designs is not necessarily "more rounded" by default.
Except their hemisphereical turrets, there actually aren't many "rounded" shapes on real-life soviet vehicles. And western designs use curves just as much as the soviets do.
To me, the most significant difference between western designs and soviet designs are that western designs are mostly boxier, higher, and larger, whereas soviet designs have a lower height(and weight).
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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Oct 29, 2016 7:59 am    Post subject: Reply with quote

Thanks for the correction! Smile
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Oct 29, 2016 10:16 am    Post subject: Reply with quote

Trans_C wrote:
Only the cast turrets of the soviet tanks are actually "more rounded" than their welded western counterparts iirc. Soviet vehicle designs is not necessarily "more rounded" by default.
Except their hemisphereical turrets, there actually aren't many "rounded" shapes on real-life soviet vehicles. And western designs use curves just as much as the soviets do.
To me, the most significant difference between western designs and soviet designs are that western designs are mostly boxier, higher, and larger, whereas soviet designs have a lower height(and weight).

This is primarily because the Soviet mentality towards designing was entirely incremental. They viewed recycling designs and reusing manufacturing facilities of prime importance, so they focused on 1-2 aspects, like a better gun or better suspension, rather than clean-sheet designs.

The Americans love to throw out everything and design from scratch, which of course leads to endless teething problems, just look at toe hopeless F-35 and all the new navy ships, terrible. This practice also adds immense cost, but the Pentagon is just as happy to fleece it's own citizens for mega-profits as it is to get mega-profits by forcing new NATO members to purchase that junk.

So you have two philosophies, one about getting things that work out fast, and the other that is highly experimental and politicized to maximize profit. Those are delays and costs which the Soviet method never incurred... although truthfully, every EAST-European has the mindset of conserving and reusing, so it has nothing to do with politics and everything to do with a culture protected from planned obsolescence.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Oct 30, 2016 11:30 pm    Post subject: Reply with quote

Decided the snow terrain needed some updates too... partly because I'm not planning to make any urban maps in the near future.


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Last edited by G-E on Mon Oct 31, 2016 5:15 pm; edited 1 time in total

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Anderwin
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Joined: 16 May 2005

PostPosted: Mon Oct 31, 2016 1:40 am    Post subject: Reply with quote

The ships looks kinda out of place. Make it fits the Red alert water more Smile
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G-E
General


Joined: 09 Feb 2015

PostPosted: Mon Oct 31, 2016 12:18 pm    Post subject: Reply with quote

Anderwin wrote:
The ships looks kinda out of place. Make it fits the Red alert water more Smile

Match how? That is RA2 water...
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Nov 08, 2016 2:21 am    Post subject: Reply with quote

Fungus time! Decided to remake a couple YR voxels, and make more jeep things...


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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Nov 17, 2016 4:46 am    Post subject: Reply with quote

So new palette in place, new vpl working (still not perfect but good enough to proceed) I've updated all my civilian units to the new palette, which then caused me to rethink some of the palette, which meant more editing and so on. Currently the vpl is much more dull or less specular on the majority of the ranges, so I've bumped up extra light to 0.2 instead of the recent 0.1, and it does a pretty good job mimicking the highlight, but to get the best effect, voxels will have to be painted to accent edges.


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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Nov 24, 2016 5:08 pm    Post subject: Reply with quote

Working on the VPL for the past week, decided to take a break and update some of the voxels...


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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Fri Nov 25, 2016 2:03 pm    Post subject: Reply with quote

Isn't it counter-productive to work on voxels and the VPL at the same time?

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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Nov 25, 2016 10:47 pm    Post subject: Reply with quote

No ... VPL work can progress in stages, as each tonal range is tweaked and tested, others can already be fixed.

There's unfortunately no straight line from "here to there" since it's not just a matter of following a script like MadHQ's tool, but also involves learning how best to do it, and how that works in conjunction with extra light as well as the paint scheme of the voxel itself.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Nov 26, 2016 11:16 pm    Post subject: Reply with quote

A better look at my "stealth" which was based on a prototype back when Dodge was cool, I rounded the corners and made it less wedged, but kept the spirit.

And other stuff Smile


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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Nov 27, 2016 12:49 pm    Post subject: Reply with quote

Is the last supposed to be the Hachi-Roku? Because the decals seem off and I don't remember that having a spoiler.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Mon Nov 28, 2016 12:30 am    Post subject: Reply with quote

Yea there's two versions of the AE86, one with popup headlights and the other with forward facing, I went with the latter because the nose looks less squished that way.

Also made a cross between a 323 and Sprint, as well as an MR2, which passes for an early Prelude as well.


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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue Nov 29, 2016 1:05 pm    Post subject: Reply with quote

New VPL with varying extra light... zero=0, one=0.1, two=0.2

It's not bad, some tones comes out excellent, others are still in need of work. I've got to spent more time on the Allied pale-blue after some changes last night didn't give it the kick I was hoping for.

Overall reasonably happy for what I've got, but I'm going to split the difference and do 0.15 extra, while I tweak the VPL around that.


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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Nov 29, 2016 5:14 pm    Post subject: Reply with quote

It's like Micro Machines
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Nov 30, 2016 3:33 am    Post subject: Reply with quote

Well if you ever saw my larger urban maps, you'd see there's a lot of parking lots to fill #Tongue
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Dec 07, 2016 2:19 am    Post subject: Reply with quote

Ok which one of you haters voted 5 on my mod on ModDB?! hah

For some reason, despite over a thousand combined downloads, my mod has less than 10 votes on it...
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XxpeddyxX
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Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Wed Dec 07, 2016 2:15 pm    Post subject: Reply with quote

Sorry if you've answered this already but, why mod RA2 and not Ares YR?
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Dec 07, 2016 2:30 pm    Post subject: Reply with quote

Two main reasons, I didn't want the mod to be like everyone elses in features, and hardly any of the YR stuff is important for good/fun war gaming. I've kept the mod clean and minimalist in a sense, even so there are enough units that it is a learning curve to play without dying.... I've enhanced the rock-paper-scissors aspect, and many of the maps I've made also do the same, giving the game much more tactical depth already.

A more nuanced answer is I don't like the YR additions, I only find 3-4 things interesting out of the 79 changes or so, the majority of which I find gimmicky or redundant. There are other weaker reasons like my use of YR voices for new units, my extensive AI work which benefits from RA2 specific behaviours, and converting my mod to use YR at all would be a lot more work than it sounds.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Dec 10, 2016 5:24 pm    Post subject: Reply with quote

Working on rounding out the lineup with what I feel are missing... and having fun with the new palette Smile


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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue Dec 13, 2016 4:32 pm    Post subject: Reply with quote

While I can't "finish" this map the way I want until I finish making my hybrid cliffs for the urban expansion, I have a pretty decent remake so far.

Full render: http://aproposer.net/ra2/dcrevolution.jpg


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Exley
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Joined: 09 May 2011
Location: X-Files

PostPosted: Wed Dec 14, 2016 5:47 am    Post subject: Reply with quote

those aeroplanes look sweet
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though you can add a spawn animation with veins it will give you some weird ... stuff
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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Dec 15, 2016 7:24 am    Post subject: Reply with quote

A little piece of Chicago...


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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Dec 16, 2016 2:22 am    Post subject: Reply with quote

That little piece has gotten bigger... bottom-left was at a big disadvantage with no land connection, and top-left had the added benefit of the peninsula with more ore than anyone. I've hobbled the top and helped the left, but wlil need more testing to see if the balance is right.

Full render: http://aproposer.net/ra2/riverpromenade.jpg


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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Dec 23, 2016 3:13 pm    Post subject: Reply with quote

And now for my next trick....


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Anderwin
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Joined: 16 May 2005

PostPosted: Sun Dec 25, 2016 6:47 pm    Post subject: Reply with quote

Good
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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Tue Dec 27, 2016 4:46 pm    Post subject: Reply with quote

With regards to the last map: there's a bridge bit near the church that looks a bit...odd. A pond might be a bit more appropriate.

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Keeper
Vehicle Drone


Joined: 06 Jun 2016

PostPosted: Tue Dec 27, 2016 8:45 pm    Post subject: Reply with quote

Why does the person on the bottom right have 3 ore fields but the person on the bottom left has only 1?

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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Dec 28, 2016 2:45 am    Post subject: Reply with quote

Deformat wrote:
With regards to the last map: there's a bridge bit near the church that looks a bit...odd. A pond might be a bit more appropriate.

The idea here is that there was an old demolished/collapsed bridge that was replaced in parallel to its operation, so you see the new one has two large "posts" made from cliff sections, whereas the old one just had more pillars. I wanted that map to feel like a city in progress, old stuff superseded by new stuff, new developments off old. The entire business park on the bottom left with the wonky road setup is also a continuation of that theme. This is also true of the shore transitioning from the natural peninsula to the ship friendly dock/canal setup.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Dec 28, 2016 5:51 am    Post subject: Reply with quote

More planes...


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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Jan 02, 2017 6:53 pm    Post subject: Reply with quote

I know you guys need inspiration... I decided to make a proper-ish nuclear plant, with reactor building, fuel pool/turbine tower, and the control building. I do plan to make a pumping station which will be generic for use with the plant or part of a normal city.

I also decided to rework the hidden tech hospital in RA2 to be something useful, since big metallic domes don't fit the game...


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BySc
Scorpion Sniper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Mon Jan 02, 2017 6:56 pm    Post subject: Reply with quote

Oho looks awesome. I loved.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Jan 04, 2017 2:38 am    Post subject: Reply with quote

Next one done... thanks to HG for the unfinished initial render.

I should be working on terrain but I'm on a roll with buildings...


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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Wed Jan 04, 2017 7:30 am    Post subject: Reply with quote

Nice work.

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Anderwin
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Joined: 16 May 2005

PostPosted: Wed Jan 04, 2017 9:20 pm    Post subject: Reply with quote

Cool, I like it Very Happy
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Jan 07, 2017 9:24 pm    Post subject: Reply with quote

Fairly convincing nuclear facility...


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MadHQ
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Joined: 07 Nov 2003

PostPosted: Sun Jan 08, 2017 12:43 am    Post subject: Reply with quote

You know that is actually a very pretty screenshot.  Razz

I need to get Ra2 working... I been meaning to try you mod.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jan 08, 2017 2:03 am    Post subject: Reply with quote

I've finished all but a region for the top-left player, the enclosed road area below it... I just can't come up with anything I like. I might just remove the crossroad and leave it as the "way out" of the city. Until then, it is a very pretty map Smile

Full render: http://aproposer.net/ra2/nuketown.jpg


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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Jan 08, 2017 8:17 am    Post subject: Reply with quote

Beautiful... Smile
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jan 08, 2017 9:13 pm    Post subject: Reply with quote

Here's the most recent civilian voxels added...


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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Jan 09, 2017 8:39 pm    Post subject: Reply with quote

Ok uploaded snapshot release of Scorched Earth, since Beta 6 is still several weeks away, but I've added tons of new stuff and some maps to showcase them, so I figured if anyone wants to see what SE is all about, now would be a good time?

http://aproposer.net/ra2/athse-newpal-mod-snapshot.rar
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jan 15, 2017 8:49 am    Post subject: Reply with quote

I was inspired to make an oasis map by a documentary I was watching, and I've had a Piper on my todo list for a while now...


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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Jan 18, 2017 4:34 am    Post subject: Reply with quote

Decided to save myself some work and went poking around MadHQ's site for ships... cleaned up what I'm calling a Research Vessel (for now) with my palette that brings it alive, and soon I'll make a container ship, possibly even oil tanker from the hull once that's cleaned up. I already added the fishing trawler, which matches my trawler shipwreck sprite.

I also made a seaplane version of my Cessna and more variations of the Piper, along with a "stunt" plane, although it's not like anyone will be upset whatever I call them haha #Tongue


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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Jan 18, 2017 8:34 am    Post subject: Reply with quote

That Oasis map is beautiful! How long have you been making maps, G-E?
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"If it ain't broke, don't fix it."
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Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Jan 18, 2017 9:41 am    Post subject: Reply with quote

Since the DOS version of RA1 came out?
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