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still making but ideas would be cool :D
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ChrisB411
Civilian


Joined: 26 Apr 2008
Location: england - kent

PostPosted: Sat Apr 26, 2008 11:31 am    Post subject:  still making but ideas would be cool :D Reply with quote  Mark this post and the followings unread

hey this is my first map ideas would be cool i dont know alot of tricks with final sun like triggers etc #Tongue i just know how to make simple maps ^^

well stage 1 =x



just another random .. thing of the map



oh and the very empty minimap lol ^^



anyway ideas??? or help would be cool ^^ i dont want to rush it =p[/img]


ignore the start places its just temporarliy there

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Apr 26, 2008 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Welcome to PPM!
I say you are quite an experienced mapper from what I see. Keep going on just like you're doing now, and it will become a very good map Smile

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ChrisB411
Civilian


Joined: 26 Apr 2008
Location: england - kent

PostPosted: Sat Apr 26, 2008 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ty =p can any1 help/explain to me how i make explosion triggers? if possible

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sat Apr 26, 2008 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm I have never actually set up an explosion trigger but it should go something like this:
Step 1: Place a waypoint where you want it to occur. (don't use 0-7 as those are player start waypoints. I suggest starting with waypoint 10 to be safe)
Step 2: create new trigger. (this includes naming, deciding if it will be repeating or not, and setting it to the neutral house since it will be on a MP map)
Step 3:Create an event. You can use any event you want but the most basic and easy to use event is 13: Elapsed Time. Then you set the value for it.
Step 4: Create the action: Your choice of action will be "42: Do explosion at..." Once you set that go down to where it will says Action Parameters and for waypoint set that to the waypoint # you just put down. For weapon I would assume you use the name or # of the weapon from the rules.ini for it, however I am not sure about this because I have never used it before. I suggest you just mess around with it until you find how it works. Or maybe someone else who has used it can inform you on it.

These same basic steps are used in creating most triggers. Eventually when you feel comfortable with basic 1 event 1 action triggers you can try more complicated ones.

As for what I see in the pics so far it would appear that for a start it looks good Smile

However, i do see what appears to be repetitive cliff work on the 2nd pic and also a cliff error concerning the corner piece on the mid left of the first pic. I suggest if you don't have it already or aren't using it yet. To get and use an add-on called Marble Madness. It is a framework add on which allows you to see how cliffs join together more easily which will reduce cliff errors and shore errors and all that jazz.

Keep up the good work and I am sure you will become a skilled mapper in no time. Razz I hope all of this has helped you at least somewhat.

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ChrisB411
Civilian


Joined: 26 Apr 2008
Location: england - kent

PostPosted: Sat Apr 26, 2008 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixith wrote:
Hmm I have never actually set up an explosion trigger but it should go something like this:
Step 1: Place a waypoint where you want it to occur. (don't use 0-7 as those are player start waypoints. I suggest starting with waypoint 10 to be safe)
Step 2: create new trigger. (this includes naming, deciding if it will be repeating or not, and setting it to the neutral house since it will be on a MP map)
Step 3:Create an event. You can use any event you want but the most basic and easy to use event is 13: Elapsed Time. Then you set the value for it.
Step 4: Create the action: Your choice of action will be "42: Do explosion at..." Once you set that go down to where it will says Action Parameters and for waypoint set that to the waypoint # you just put down. For weapon I would assume you use the name or # of the weapon from the rules.ini for it, however I am not sure about this because I have never used it before. I suggest you just mess around with it until you find how it works. Or maybe someone else who has used it can inform you on it.

These same basic steps are used in creating most triggers. Eventually when you feel comfortable with basic 1 event 1 action triggers you can try more complicated ones.

As for what I see in the pics so far it would appear that for a start it looks good Smile

However, i do see what appears to be repetitive cliff work on the 2nd pic and also a cliff error concerning the corner piece on the mid left of the first pic. I suggest if you don't have it already or aren't using it yet. To get and use an add-on called Marble Madness. It is a framework add on which allows you to see how cliffs join together more easily which will reduce cliff errors and shore errors and all that jazz.

Keep up the good work and I am sure you will become a skilled mapper in no time. Razz I hope all of this has helped you at least somewhat.


hehe thanks ^^ marble madness is amazing. th trigger didnt work how i expected it to so i will scrap that idea still ty for explaing basic triggers to me ^^ = fixed bugs Very Happy

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat Apr 26, 2008 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool,I love the way you make maps.Please continue. Smile

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jerry32j
Cyborg Engineer


Joined: 13 Jan 2008
Location: I am GDI! I am multiple people!

PostPosted: Sat Apr 26, 2008 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool map! P.S. Welcome to PPM! I'm sort of a N00b here, too.

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ChrisB411
Civilian


Joined: 26 Apr 2008
Location: england - kent

PostPosted: Sat Apr 26, 2008 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very Happy thank guys ^^

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sun Apr 27, 2008 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I too^^ I would maybe add a city or some civy buildings. Maybe also an area with mutations... an iln wouldalso look nice, also, if it is relativ useless Very Happy

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ChrisB411
Civilian


Joined: 26 Apr 2008
Location: england - kent

PostPosted: Sun Apr 27, 2008 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

few screenies ^^

Fixed bug



I dont know really i thought id make an abandoned train thing?



i like this screen shot the best for some reason



wee



;x




see any bugs??????

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ChrisB411
Civilian


Joined: 26 Apr 2008
Location: england - kent

PostPosted: Sun Apr 27, 2008 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Ordosherrscher wrote:
I too^^ I would maybe add a city or some civy buildings. Maybe also an area with mutations... an iln wouldalso look nice, also, if it is relativ useless Very Happy


iln ? Shocked whats that ^^

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sun Apr 27, 2008 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

my hell tastatur... Doesnt tipped the things I wanted: island!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Apr 27, 2008 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

rename the signpost to "GDI restricted zone" or "In memory of the kodiak" or similar text.

avoid repetitive cliffs, like those on the third pic.

Don't let the Train end in such an unnatural way. either let it end in a city, a tunnel or maybe next to a cliff with lots of rocks while some lay on the tracks (some kind of rock fall should be visible). But this circle in the middle of nowhere with rocks coming from nowhere looks unnatural.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Apr 27, 2008 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

- With the cliffs, try to make them look somewhat wavy, as they do in real life, and avoid using the same cliff multiple times in one place.

- When you're using different types of LAT, think about what you're going to put around that LAT, for instance: Grass + Water. Rough Ground + Sand.

- You shouldn't put Tiberium on grass, as the storyline states it kills just about everything organic. This is no big deal, but can annoy the odd perfectionist or idiot. #Tongue

- Avoid using the same tree(s) over and over again too, this can make the map look boring and just simply repetitive like a Hannah B. Cartoon.

- Edit your map in word-pad to change the lighting settings so that it doesn't look to bright. (If you don't know much about the .INI editing, just let me, Ixith or another mapper here know and we'll help)

- Don't overkill on civilian bases or abandoned bases, one is alright, but I really would not recommend more.

- Don't use the auto-cliff tool or the auto-shore tool.

Hope these help make your map look better. Need any help, feel free to ask me, I'm here quite often and am an experienced mapper. You remind me a lot of me when I first joined in the community, I hope you stick around. Smile

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Mon Apr 28, 2008 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, there IS sand by the water. There may be sand and grass aswell. (Like arong the coast).

I personally don't like the most common LAT-style, which is mixing rough ground and sand everywhere. I like putting a specefic tile to dominate the map. (grass for forest maps, sand for deserts). And having fewer of the others.

It's up to you to decide though, create your own style Smile

Lighting: Make lighting variations, green on tiberium, blue on water or maybe cities/towns. Bases could have a red (nod) lighting or yellow (GDI) ligthing. Adding day/night loops also gives the lighting a boost. Tip: don't put lighting on tiberium without a tiberium tree.

And auto-shore is okay, but auto-cliff tool: NO WAY! Also use sense when you make maps; I hate seeing a big waterfall appearing from a small round cliff, and runs through the whole map.

BTW, I don't really like the common style of having a map totally full of random LAT. I like some clear ground, it's a LAT too. Laughing

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Mon Apr 28, 2008 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could also edit the inis for more lighting in a Nod/GDI base - so, that the barrack, temple and other important buildings of the side give red/yellow lighting. It's just an idea, nothing more Very Happy

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