Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Jun 14, 2011 11:30 pm Post subject:
Community News June 14th
Subject description: Powered by the tons of news in the Community News Forum.
Hey everyone! Last time I was bored with the lack of news in the community and in our overused Community News Forum. Today, things are slightly better. There are community news... but our forum... yea, it's overloaded with news already.
-> Hogo has posted two interesting Yuri's Revenge maps at our Red Alert 2 Map Archive. He has remade two maps from newer C&C games. Dispite the symmetry in the original maps, the final result was interesting. Click in the pictures below and download these maps:
Sub Zero (2-6), originally from Red Alert 3
Tournament Rift (1-2), originally from Kane's Wrath. There is also 2vs 2 version available for download in this same topic.
2: What advice would you give to people interested in
making mods?
AntiSocial: Just do it! Start small, and learn as you go. If you start small you are far, far more likely to see the fruits of your labour in a timeframe that means you don’t get bored after a month, and it’s also much more likely to be within a reasonable level. Also, for those who are fresh to making mods, choose an older engine – it’s staggeringly time consuming and overwhelmingly difficult to make anything on modern games, especially FPS games.
Start small, start simple, and don’t be an ideas guy – everybody is an ideas guy. Learn hard skills like code or modelling – something that will be of practical use – and prove that you can do it competently. When you have some real skills, join a small team doing a simple mod. Listen, learn, and don’t over-extend yourself.
ScreamingCricket: Mods are a huge undertaking, especially total conversion mods, requires a massive amount of commitment. Make sure you have a dedicated team of people that get along that all have a similar vision. Mods don’t get made over night, we’ve been working on VGO for over 6 and half years. It also helps to have a structure and hierarchy of people, that way there is always someone to make the final call; this prevents arguing and people leaving over a difference of opinion, at least for the most part. Also be sure to pick a subject matter that you are interested in that you wont be bored with after a few months.
-> EA_CIRE, the C&C Community Manager, has posted the results of the map polls that he started a while ago. The winners are Twilight Flame (for Generals), Small Town USA (for C&C3) and Magmageddon (for RA3).
Twilight Flame is an 8 players map and most of the 8 players maps received a lot of votes in this poll.
Small Town USA is played by most tournament players.
Magmageddon has... surprisingly, some asymmetry with the cliffs.
-> In the last news I've mentioned that high resolution was an upcoming feature for RA1. I've just missed the fact that the community patch with this feature has already been released at the project's site.
Also, I've started testing a cron job to update our RSS every day. I hope it works, but if anyone has any problems with that, say it, so I can fix it. QUICK_EDIT
Actually, I loved Twilight Flame. I would always start in the bottom left corner (next to the ravine) and turtle. I'm glad it got the top votes. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
If you remake Twilight Flame (and get it perfectly), I will be your slave. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
If you remake Twilight Flame (and get it perfectly), I will be your slave.
If you know of a way to get a full Render of the map I will try my best ;p I can't stand how zoomed in Generals is so I couldn't make a map without a full Render like those shown in this post. QUICK_EDIT
For the love of God, if you decide to remake it, please get it right. The picture of the remake I provided didn't exactly do too well with the spaces between cliffs (the ramps), etc. But, after seeing your other maps, I have full confidence that you could do it. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
If you have Generals installed, just open the map up in World Builder and zoom out.
Also, I just tried doing this myself. I got done working on the ravine and started working on the center island, then realized that desert maps in RA2 don't have bridges.. -.- _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
If you have Generals installed, just open the map up in World Builder and zoom out.
Also, I just tried doing this myself. I got done working on the ravine and started working on the center island, then realized that desert maps in RA2 don't have bridges.. -.-
Yeah will require TX or using another theater Temp maybe. QUICK_EDIT
I had to copy the map and paste it into the temperate theater. But, I won't be able to finish it, so feel free to succeed where I failed. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
They are. If you'd like, I can send you what I have in a PM.
The only real problem I can see is the fact that the cliffs are going to be... Extremely repetitive. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jun 16, 2011 5:01 pm Post subject:
Twilight Flame Generals edition:
Twilight Flame Zero Hour edition:
The main differences are the slight change in starting location resources (they are moved a bit for balance), and the decrease in size of the cliffs surrounding starting positions (and resulting increase in size of the starting locations).
Imho the Gen versions looks more natural, while the ZH version is better balanced.
In total there are 8 Oil Derricks in the middle, and Oil Refinery, a Reinforcement Platform in the ZH version, and some garrisonable shacks. Besides the starting resources there are extra resources in the corners. QUICK_EDIT
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