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Questions and Ideas
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Jul 14, 2006 8:30 am    Post subject:  Questions and Ideas
Subject description: What do you want to see?
Reply with quote  Mark this post and the followings unread

I would like to know what you think about the TX so far, and if you have any questions or ideas!

Post them here... and be logical. Think.. this is a TERRAIN expansion.. the civilian addons are just that.. addons. My main priority is the terrain. Dont ask stupid questions, and read before you post.

I want comments like this:
Quote:
Hi! I believe that TS:TX is looking good. Is it possible to create new crashed items? I believe that would look excellent in the next version.



NOT like this:
Quote:
OMG! TX ROXX! Put a NEW MISILE SILO IN IT WIT NEW STUFF LIKE ANIMATIONS AND STUFF AND STUFF LIKE COOL STUFF!


I will delete your post if i see one like that.



Well, let the fun begin!

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Fri Jul 14, 2006 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

New shores at least , and new water would be great. And add more trees too.

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Fri Jul 14, 2006 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nod Subterra Docking Platform, basically where supplies will arrive from underground in secure areas, before unloading and going back under off territory?

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Jul 14, 2006 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible to make LAT water tiles, like the green ground or sand but water. It would allow for the construction of smaller streams in maps rather than rivers.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri Jul 14, 2006 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tratos wrote:
Is it possible to make LAT water tiles, like the green ground or sand but water. It would allow for the construction of smaller streams in maps rather than rivers.

It is possible, it'd just be quite a bit of work. To place the LAT, Auto Shore must be off in the map editor, otherwise it'd place shores around the water LAT since we have to set the LAT as water type.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Jul 14, 2006 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm going to replace all the water tiles, and yes, the shorelines. I want the water to diffuse a little bit, as the concrete shorelines are slightly diffused.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Jul 14, 2006 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

A couple questions. with LAT watertiles.

With LAT streams would units still sink?

Which raises the question of 'wakes' when crossing?

...or make tiberium moss act as natural bridges, or just use fjords. as in RA1..

Another idea, would be swampy tiles into LAT watertiles, which would be cool, since they might give a "quicksand" effect

..making the battlefield naturally hazardous...I could imagine, absent minded tank rushers losing an entire tank columns in one of those.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Jul 15, 2006 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay. Answers

1. This is TS.. Units dont sink, they blow up.

2. Wakes, maybe... I'm not sure.

3. There are already Fjords. SW to NE facings are done..

4. Imposible.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Jul 15, 2006 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

You seem to misunderstand what a fjord is. It's just a river with steep terrain on either side.

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Red Dragon
Cyborg Commando


Joined: 23 Feb 2006
Location: Bodegraven, The Netherlands

PostPosted: Sat Jul 15, 2006 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Add a navy?

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Jul 15, 2006 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

The civilian add on will give them ships and whatnot... and for single player maps, i might add some new units for the Brotherhood.

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Red Dragon
Cyborg Commando


Joined: 23 Feb 2006
Location: Bodegraven, The Netherlands

PostPosted: Sat Jul 15, 2006 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool, could you also add more planes? Me like planes Very Happy

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Jul 16, 2006 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

hahah.. i never finished my previous post ><

The brotherhood will get a couple of prototype bombers (not for multiplayer or anything, but for like mission maps, under the civilian side), as well as a couple of civilan transports and whatnot.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Jul 16, 2006 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Wrecked Tiberian Dawn buildings, nuff said.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sun Jul 16, 2006 4:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Would trenches be possible? (I don't really think so to be honest, but maybe it would work).

Tiberium Seas would be nice and mountains too. Also the trains should need some new tracks. More buildings infested with veins.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Jul 16, 2006 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Trenches are, actually, especially if you want them uncrossable. I can set the terrain type as a shore set, the only problem is, amphibious APC's can cross it...

Tiberium Seas.. I might edit the algea to do that..

And mountains... that wont be until a later release if i decide to do them.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sun Jul 16, 2006 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trenches, set them to cliff/rock type. No land vehicle will cross. Problem solved.

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Red Dragon
Cyborg Commando


Joined: 23 Feb 2006
Location: Bodegraven, The Netherlands

PostPosted: Sun Jul 16, 2006 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe not very original, but could you also add the "zones" of CnC3? (like the red, yellow and blue zone)

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Jul 19, 2006 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually, I think i could do something like that... a single tileset similar to the hazard lines, except that it has something that has a blue line and then it has a few tiles that say like |Blu|e Z|one| ... with the "|" being the divider between cells... It might take a while, but it's doable. Smile

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Jul 20, 2006 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Give the 'Cracked' ground LAT!!!!!!!! Its a BEAUTIFUL tileset and it pisses me off that I cant use them normally.

Also..what do ya say about more BIG crashes. Like a UFO in a different direction, ect...

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jul 20, 2006 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I would like to see the following, more variations of the central reservation tiles, i.e. concrete barriers or fencing instead of that dirt stuff.

More road into dirt path tiles, especially versions of the road ends (the ones where they fade into the ground) that continue as dirt paths.

Animated shorelines with waves, lots of work i know but would be very cool.

Urban waterfalls to go with the new urban shore. Also waterfalls that go straight into sea terrain (i.e that don't have that little bit of land at the side) so they can be used in conjunction with water cliffs.

Water crystal cliffs.

Some true rough ground tiles, i.e. rather than just being cracks, make them gaping holes (you could add tiberium veins creeping up and out too for detail on some)

Tall Urban cliffs, same height as the regular cliffs.

urban cliffs to regular cliffs, i.e. where rock meets steel

Take the tunnel pieces and add doors for civilian shelters.

That's all i've got right now but im sure more will come.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Thu Jul 20, 2006 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

You should add GDI and NOD flags if this is possible

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Jul 20, 2006 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

GDI and Nod signposts by GeckoYamori, navy seal. SHP section of this site. Flags aren't a good idea imo for TS.

And...OMFG Nuke Silos. THAT would be good, actually. Neutral modern nuclear silos, that is.

Oh, and I'm sick of the civillians and civillian buildings and vehicles. There ain't enough variety. We have 3 or 4 different civvies, and same for vehicles. I personally would love that we get police cars, fire trucks, sports cars, ambulances, vans, mini-vans, motorcycles, etc. and especially more civillian SHPs. 4 different civillians in a city isn't good, especially not when there's 1 woman with the same shirt and pants and with long red hair in a city. Basically, the civillians need more variety. ALOT more. And also less wrecked buildings, like the snow buildings. They are way too much wrecked and old looking. Also, yeah, new crashes should be in TS:TX, it will also add more variety in the game, and add possibility for a big warfare map with crashed stuff everywhere. Maybe some crashes and electricity poles could get Tiberium growing on them? Very Happy

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Jul 20, 2006 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alex06, you are completely missing the point of TS:TX. This is a TERRAIN expansion. Civilian buildings and units are NOT terrain... That means he can't add them or they will break mods since ini editing will be required.

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Thu Jul 20, 2006 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
Alex06, you are completely missing the point of TS:TX. This is a TERRAIN expansion. Civilian buildings and units are NOT terrain... That means he can't add them or they will break mods since ini editing will be required.


But to be honest they can still be included even just as an optional feature, you can easily just include some basic coding in a text file which can then be modified to suit the mods purpose, if someone managed to break their coding that way they really shouldn't be modding in the first place.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Jul 20, 2006 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I meant breaking the mod as in overwriting the inis. But that's not important. It's still a terrain expansion. Unless he wants to change the name to TS:MX (TS: Map Expansion)

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jul 20, 2006 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Carnivean wrote:
IcySon55 wrote:
Alex06, you are completely missing the point of TS:TX. This is a TERRAIN expansion. Civilian buildings and units are NOT terrain... That means he can't add them or they will break mods since ini editing will be required.


But to be honest they can still be included even just as an optional feature, you can easily just include some basic coding in a text file which can then be modified to suit the mods purpose, if someone managed to break their coding that way they really shouldn't be modding in the first place.


It's still a terrain expansion though, he's already said new civilian stuff will be included in a seperate civilian expansion. This thread is for terrain suggestions not civilian ones.
What IcySon meant is that mods will be broken when the complete package of civilian stuff with rules.ini is installed over someone's mod. The CX rules will overwrite theirs and the mod will be broken.

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xXStraightEdgeXx
Civilian


Joined: 26 Jul 2006
Location: Cincinnati

PostPosted: Wed Jul 26, 2006 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about using flames and make a natural gas leak in a cave or in a small hole in the ground

Turns on roads and streets,

Oh i don't think it could be done but an OLD rusty looking broken Train bridge with tall crossing metal beams

maybe make Real billboards like actully having small words and pictures on them

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red_rebel
Stealth Laser Trooper


Joined: 06 Dec 2004
Location: out collecting bounty from "LOL" ninjas

PostPosted: Wed Jul 26, 2006 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

id like to see new crators and such. some new trees would be cool too. btw, awesome job Wink

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Thu Jul 27, 2006 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

how about sewage pipes coming out of the cliffs?

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Jul 27, 2006 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think most of these ideas are completely doable! I'm not so keen on the bridge, as bridges cant be added.

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xXStraightEdgeXx
Civilian


Joined: 26 Jul 2006
Location: Cincinnati

PostPosted: Thu Jul 27, 2006 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn.... Are you going to fix the parking lots, you know make them look better and all that or is a new tiberian color going to be done?

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red_rebel
Stealth Laser Trooper


Joined: 06 Dec 2004
Location: out collecting bounty from "LOL" ninjas

PostPosted: Thu Jul 27, 2006 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oooo, how bout a better looking tiberium?

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Sun Jul 30, 2006 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

[[Mechanical_Holocaust]] wrote:
I think most of these ideas are completely doable! I'm not so keen on the bridge, as bridges cant be added.


The additional brights would need two things.

1 Some one to hack the game exe and add them.

2 Some one to hack the FS editor so you can place them on your map.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jul 30, 2006 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

though these aren't much of a terrain, what about light posts? the TS crappy 1 meter tall one? na-ah. What if using those light posts seen in TS civ buildings as example, and make a new kind of light post(s). Oh, and maybe the alpha light for them?

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Jul 30, 2006 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yuri 06... you read me like a book. The alphalighting will take a while, and i'll probably have to ask the DvD or Muldrake about it.. but I think new lights are doable.

Better looking tiberium... pshh! It's awesome as it is!.. just a slight colour change.. maybe to make it a bit more... vibrant!

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Bos187
Disk Thrower


Joined: 25 Jan 2007
Location: Maastricht, The Netherlands

PostPosted: Wed Jun 13, 2007 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

0MG! TX ROXxz! Pu7 4 N3W M1SIL3 S1L0 1N 1T WI7 N3W zTuFf LI3K ANIM4TI0N5 4NF STUFF AND STUFF LIKE COOL STUFF!

...

Alright, i'll be serios Razz

i was looking at the demomap included and when looking at the part shown in the image below, something came up in my mind:
sewer pipes, coming out of the pave cliffs

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Jun 13, 2007 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

In 17 days it would have been a year since the post before yours was written.

Please don't bump old topics. Especially ones as old as this.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Jun 13, 2007 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Till author is back from iraq...

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Bos187
Disk Thrower


Joined: 25 Jan 2007
Location: Maastricht, The Netherlands

PostPosted: Sun Aug 26, 2007 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't been checking back at this topic for awhile, and now it looks like I've been forgetting to check the post date once again, which i apologize for.

But i would still like to speak some words of defense, because i fail to see how posting in a sticky/announcement topic is bumping, seeing it is always on top anyway! I think i would be yelled at even harder if i made a new topic for the subject of ideas.

Now, to stay on topic i have another idea: Pave to natural cliff gradients and back, or pave cliff tunnels

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Thu Aug 30, 2007 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this dead? Otherwise good job, and I'd really like to see more of this awsome terrain! I was thinking maybe you could do something like a cave that would be coming out of a cliff face, either as a plain doodad or something similiar to a tunnel.

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sat Oct 20, 2007 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is what I'd like to see in both the snow and temperate theatres:

Paved road turns

Concrete shores

High pavement cliffs and waterfalls

Some shore tiles that make the transition between concrete shores and regular shores more smooth

Some red coloured warning stripes for Nod

A snow version of the blue tiberium tree

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Thu Jun 05, 2008 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

please excuse my few months bump. However, I have something to add to the list of things I would like to see added to the terrain list.
I was thinking about this due to the extreme rain my area has gotten in the last two days. But would it be possible to create flooded areas?
My main idea was a water line that lurks on a road line thus making that road impassable. Thus it would kinda be like a new water shore in a way but with a road ending into the water.

random pics to go with what I'm trying to say:




again sorry for the bump but I thought it was valuable information that was contributing to the thread and thus it is justified.

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Team Black
Defense Minister


Joined: 25 Sep 2006
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PostPosted: Thu Jun 05, 2008 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

that's a good idea Ixith, I like that Smile

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Jun 13, 2008 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:


Hmm.. :p


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 13, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

not bad aro. please make also a version where the water goes to the side, so you can place normal shores on the side of the road and it looks like a river is going over the street. Not only a small puddle in middle.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Jun 13, 2008 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like so?


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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Jun 13, 2008 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro, add in more "waves" or disturbances in the puddle. #Tongue

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Fri Jun 13, 2008 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Puddle idea's great. How about a subway entrance? And maybe a concrete cliff tunnel for the train to come out from or something.

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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Sat Jun 14, 2008 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

lol that are graphically wrong

It should be really shallow,
not as 2 meters deep.

for an Idea, sub parking lot, rotary roads

drawning roads or a narrow road that spin around the cliff

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