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Scorched Earth MOD by G-E
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun May 24, 2015 10:39 pm    Post subject: Reply with quote

Updated and rendered a couple more maps...


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G-E
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Joined: 09 Feb 2015

PostPosted: Thu May 28, 2015 3:04 am    Post subject: Reply with quote

I started updating my allied voxels, specifically my Nimitz carrier, but then I got sidetracked, and decided to see if I could find a base voxel closer to what I need. I found the rendered EA carrier from the media hut, widened it, reshaped the hull, retextured it, made it allied schemed etc, 2hrs later...

Then using that overall look-and-feel I updated the original RA2 carrier, including launcher track, and again retexturing it to be allied scheme.


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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu May 28, 2015 7:36 am    Post subject: Reply with quote

I think Constellation City X, unfortunately, needs some proper paved roads. The city structures with just dirt roads between them and no pavement... it looks very weird ><
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G-E
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Joined: 09 Feb 2015

PostPosted: Thu May 28, 2015 9:02 am    Post subject: Reply with quote

Millennium wrote:
I think Constellation City X, unfortunately, needs some proper paved roads. The city structures with just dirt roads between them and no pavement... it looks very weird ><

Well if RA2 had some decent paved "country" roads I'd use them, but as it is, think of a dust storm in a small town, sometimes it's hard to tell if it's a paved or dirt road at all...

Here's in games of the American fleet, minus dolphins, and some shots of the naval warfare, including the AI doing some DDAY operations... Wink


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Millennium
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Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu May 28, 2015 5:17 pm    Post subject: Reply with quote

Interesting effect on the Hornet missiles!
Why are there two versions of some things? (Two different Tech Centers, two Carriers)... Just experimenting?

Also I like the Camo Pillbox, looks great with just that sod/grass on top, fits right into the terrain (as long as it's not on sand #Tongue )
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G-E
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PostPosted: Thu May 28, 2015 8:45 pm    Post subject: Reply with quote

I gave all the line trailers a slow decay rate, it makes the targets more obvious, and makes the battle look more intense Smile

Both those tech centers are used in the prerequisite tree, the regular carrier is unlocked with GATECH, the large carrier with NATEK. The larger (Nimitz class) is specific to Americans, as are those subs (Seawolf)...

The smaller carriers shoot Harriers, the larger shoots Hornets (the ones in the pic) just to make it more interesting Smile
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Atomic_Noodles
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PostPosted: Thu May 28, 2015 11:58 pm    Post subject: Reply with quote

Hmmm the Aegis Cruiser can target land units as well?
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri May 29, 2015 4:14 am    Post subject: Reply with quote

The Aegis is too expensive to be AA-only...
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HG_SCIPCION
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Joined: 07 Jun 2013
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PostPosted: Fri May 29, 2015 4:42 am    Post subject: Reply with quote

hey G-E interesanting work... but you need see this... for fix your pillbox...  Rolling Eyes


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G-E
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Joined: 09 Feb 2015

PostPosted: Fri May 29, 2015 4:58 am    Post subject: Reply with quote

I considered making them transparent, but I didn't want it to be perfect, since it is a man-made construction, and tactically I didn't think it would add much to the game (vs solid)...

Looks good though HG Smile
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Fri May 29, 2015 6:17 am    Post subject: Reply with quote

Hmmm yeah I sorta see why you'd make it like that then. I noticed as well how my own Navy also has about the same thing of having dual-roles now. (Except the Transports being just... Transports)

So I guess the Aegis functions as a middle man between the Basic Destroyer & Carrier when it comes to ground targeting range then?
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G-E
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PostPosted: Fri May 29, 2015 7:05 am    Post subject: Reply with quote

One of my goals when balancing the navy was making everything have a niche, but also a broader application where it didn't specialize. For example the Destroyer and Escort both are excellent at anti-sub warfare, since that's their specialty, both also have a decent gun on the front for ship to ship combat. The only distinguishing feature is the Osprey gives the Destroyer more anti-sub range, but the less expensive Escort's depthcharges are more powerful, so even they can co-exist.

The Aegis does indeed fill a gap, but it's kind of unique in that it's not overpowered in any area, it's not as good at ship fighting as the Escort, but has twice the range, and while not as good as a Patriot or Scorpion against aircraft, it's also adequate there. Best used in pairs with a larger force.

Then the house diversity:
- Frenchies get a Heavy Cruiser, which is like a giant Aegis with a Howitzer on the front
- Brits get a Battleship, great for ship fighting, lacks AA or ASW
- Americans have a big carrier, with no defensive ability
- Germans get the Guardian, a slightly more offensive ship fighting vessel than the Escort, but lacks ASW
- Koreans have an MLRS ship for ranged combat

Naturally cost is a factor to every vessel, and you may find spamming with Escorts (supporting a couple carriers) more effective than employing the high-value ships. Aegis costs 1700, Cruiser costs 3300.
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Atomic_Noodles
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PostPosted: Fri May 29, 2015 10:14 am    Post subject: Reply with quote

Ah I see. Since in Colony Wars my Aegis Cruisers had become the distinction of being somewhat like Naval MRLS' being that they were powerful against Ground & Air Units but suffered from Slow Movement,Less Armor and being unable to detect stealthed units unlike the Destroyer & Gunboat. They would win toe-to-toe against either of those 2 Boats 1 on 1 but as they were generally more expensive losing them usually had a much bigger impact.

In CW my House Uniques were:
Dolphins (Replaces Gunboats) - Same as Vanilla
Galleon - (Replaces Transports) - Armed with a Machine Gun & generally better Armor & HP
Battleship - ...Self Explanatory.
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G-E
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PostPosted: Fri May 29, 2015 11:32 am    Post subject: Reply with quote

There's a few units I omitted, French have a Frigate, which is a slightly larger ship than the Escort, with a bigger gun, it slots in between the Escort and Cruiser. Dolphins still exist as American only. Koreans also get smart mines for a subversive entrapment role.

With stolen soviet tech, both Americans and Germans have access to proper attack subs, stronger hulled and faster than the soviet unit, but weaker torpedos with longer range. Since the other allied houses have ranged vessels, those two are lacking premium units for ship to ship fighting, and the element of sneak attacks will give them that.

With stolen allied tech, all allied houses get Prism warships, which could be like a skiff or corvette with a prism gun on it, fast, good range, not very tough, no AA or ASW defense. Featurewise it replaces Frigates, Missile warships, and possibly the more expensive Battleships in pairs. You'd still need the Aegis and Escorts to provide defenses beyond surface threats, so your vessel priorities might get shuffled around, but overall tactics will still demand a similar mixed navy.
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G-E
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PostPosted: Sat May 30, 2015 7:32 am    Post subject: Reply with quote

Proud of this one... I went back twice to keep adding detail to my Dumper, came out awesome Smile

The Convoy truck started out as the RA2 unused unit, widened, reshaped, reskinned etc, just not nearly as impressive as the dump truck #Tongue


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PillBox20
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Joined: 28 Sep 2013
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PostPosted: Sat May 30, 2015 8:41 am    Post subject: Reply with quote

Beautiful...  Surprised
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Millennium
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Joined: 09 Mar 2008
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PostPosted: Sat May 30, 2015 9:38 am    Post subject: Reply with quote

Are those going to be used as miners or something else? Or just scenery?
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G-E
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PostPosted: Sat May 30, 2015 12:40 pm    Post subject: Reply with quote

Scenery, but if you grovel nicely... I may feel sorry for you and let you have it #Tongue
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HG_SCIPCION
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Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat May 30, 2015 4:55 pm    Post subject: Reply with quote

woaaa, beautiful truck...
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun May 31, 2015 4:15 pm    Post subject: Reply with quote

Another one Smile

Next one will be a cement truck...


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G-E
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PostPosted: Tue Jun 02, 2015 6:53 pm    Post subject: Reply with quote

So finished the truck, took a while to touch up normals, fix the shading, and make it a little dirty; may get more work on it later, but perfectly workable as it is.

*EDIT* Which one do you guys like more, striped/grainy, or plain?


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BySc
Cyborg Cannon


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Tue Jun 02, 2015 6:59 pm    Post subject: Reply with quote

Really nice voxels.Good Work.
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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Jun 02, 2015 7:05 pm    Post subject: Reply with quote

The voxel one with stripped around looks better than the other without.

But regardless, nice work.
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HG_SCIPCION
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Joined: 07 Jun 2013
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PostPosted: Wed Jun 03, 2015 2:08 am    Post subject: Reply with quote

striped is better Paul Wink and more dirty pls...


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Exley
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Joined: 09 May 2011
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PostPosted: Wed Jun 03, 2015 10:24 am    Post subject: Reply with quote

this last one is fantastic
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G-E
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PostPosted: Wed Jun 03, 2015 1:31 pm    Post subject: Reply with quote

Thanks Smile

And we have a new map... I added my lovely construction vehicles to it naturally Wink


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G-E
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PostPosted: Thu Jun 04, 2015 5:24 pm    Post subject: Reply with quote

Next... Smile

Lots of room to expand bases, quite a bit of forest to wind through unless you blow it up, and several water bridges to choke tank rushes....


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PillBox20
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Joined: 28 Sep 2013
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PostPosted: Fri Jun 05, 2015 11:36 am    Post subject: Reply with quote

A good map for Age of Empires II.  Cool
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Jun 05, 2015 12:20 pm    Post subject: Reply with quote

Psssh! I was going for variety...  each of the maps requires adjusting your playing style Smile
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HG_SCIPCION
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Joined: 07 Jun 2013
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PostPosted: Fri Jun 05, 2015 11:38 pm    Post subject: Reply with quote

n.n, awesome work...
jungle in urban terrain? D: great!

Smile
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deathreaperz
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Joined: 20 May 2013
Location: Indonesia Tanah Air Beta

PostPosted: Fri Jun 05, 2015 11:42 pm    Post subject: Reply with quote

G-E wrote:
Psssh! I was going for variety...  each of the maps requires adjusting your playing style Smile

What a great Point of View
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Crimsonum
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PostPosted: Sat Jun 06, 2015 8:25 am    Post subject: Reply with quote

I really like the natural look of the rivers and the forests, but the open ground looks very plain.
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G-E
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PostPosted: Sat Jun 06, 2015 5:24 pm    Post subject: Reply with quote

I know, but that was what I was going for... kinda.

Urban has no farm crops to play with, and I wanted this to be more like the rolling unmolested hills of central Europe, like say Switzerland or Denmark.
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G-E
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PostPosted: Tue Jun 09, 2015 8:59 pm    Post subject: Reply with quote

Working on a railroad track set mainly for use on Urban theater, but I will make a snowy version at the least when I'm happy with it.

I plan to make a single tile cliff tunnel for the track as well, since I'm not actually making a train, no worries about tunnel mechanics, merely that it looks good Smile

And a shot of an assault to finish off an AI base on Vacant Lots map, the bright spots are because the Defenders have radioactive shells in keeping with the nuclear theme. They have the Desolator and Demo truck in the mod.


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HG_SCIPCION
Cyborg Informer


Joined: 07 Jun 2013
Location: Perú

PostPosted: Wed Jun 10, 2015 12:21 am    Post subject: Reply with quote

hey G-E, nice work with the tracks, but why you no use this?

-TERRAIN EXPANSION FOR RA2YR, terrain expansion for urban too Wink

http://tx.strategy-x.com/?p=home



sorry I unknow where search the original pics
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Atomic_Noodles
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PostPosted: Wed Jun 10, 2015 2:08 am    Post subject: Reply with quote

Also wondering why you haven't yet changed infantry graphics to use translucent shadows.
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G-E
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PostPosted: Wed Jun 10, 2015 3:47 am    Post subject: Reply with quote

If it's not obvious by now, I'm trying to make things in my own artistic style, or lets say my way of diverging from WW's design. Even if I do end up using parts of TX, they will be most likely small fragments like tufts of grass, or even just used as the base tiles to edit.

I have a list of specific items that I want to make, or re-make, to be able to create the kind of maps I want, tactically and visually.

I applaud Mig Eater's immense efforts at making an all new terrain for DDAY, but to me it's just as cartoonish as the basic WW terrain (in it's own way). I rather like HG_SCIPION's terrain, much more fitting the war game that is RA2, especially with the grungy beat up elements, but it's perhaps a little too post-apocalyptic for my needs. I want something in between...

As for the infantry shadows, that's not terribly relevant to the game play, and it's so small that I probably wouldn't notice during a game if it was transparent.

If we're going to nitpick about graphics, how about the fact that building shadows fall into two different angles? How about floating units having a shadow directly below when everything else is offset? How about voxel shadows being a different angle than everything else anyway? I couldn't make them all consistent if I tried, so how much should I try, where is the line beyond "good enough" ?
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Jun 10, 2015 4:00 am    Post subject: Reply with quote

Well I'm just saying you might as well get the lightest work load done first. It's very jarring to see everything else in the game uses translucent shadows and still only the Infantry have yet to get translucent shadows.

Giving all existing entities translucent shadows at least partially unifies them all. And what of any potential new infantry graphics. Most SHP Artists render the Shadow Frames seperate. Does that mean you'd go ahead and just ignore that difference as well. And anyway if you're still using the original infantry I had already packaged a bundle including them all with shadow frames. Some have slight changes in sequence but overall most of them are just a simple override set.
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G-E
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PostPosted: Fri Jun 12, 2015 6:47 am    Post subject: Reply with quote

Working with some Urban stuff...

Going to replace most of the unused rubble tiles with interesting stuff Smile


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deathreaperz
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Joined: 20 May 2013
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PostPosted: Fri Jun 12, 2015 6:50 am    Post subject: Reply with quote

THIS IS EPIC!!!
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HG_SCIPCION
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Joined: 07 Jun 2013
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PostPosted: Fri Jun 12, 2015 7:50 pm    Post subject: Reply with quote

wow, this is awesome... !
Very Happy
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Exley
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Joined: 09 May 2011
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PostPosted: Sat Jun 13, 2015 12:43 pm    Post subject: Reply with quote

that hole is fantastic
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though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

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G-E
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PostPosted: Sat Jun 13, 2015 6:06 pm    Post subject: Reply with quote

Exley wrote:
that hole is fantastic

You.. like my... hole... ? #Tongue

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G-E
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PostPosted: Sun Jun 14, 2015 12:18 am    Post subject: Reply with quote

Everyone loves boxes right? Smile


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Exley
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PostPosted: Sun Jun 14, 2015 1:21 am    Post subject: Reply with quote

ok crater #Tongue
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though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jun 14, 2015 5:55 am    Post subject: Reply with quote

I'm seriously tempted to make a map using only vertical and horizontal cliffs... perhaps make some matching roads hahaha
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G-E
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PostPosted: Mon Jun 15, 2015 12:47 am    Post subject: Reply with quote

Oh yes... geometry nirvana achieved...


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MustaphaTR
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Joined: 22 Jan 2015
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PostPosted: Mon Jun 15, 2015 10:48 am    Post subject: Reply with quote

Vertical and horizontal cliffs are anything really needed in RA2. At least for me. ıt is really hard to make RA mission/map remakes with current tilesets.

Will you make something for temprate tileset?
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CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha

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G-E
General


Joined: 09 Feb 2015

PostPosted: Mon Jun 15, 2015 8:58 pm    Post subject: Reply with quote

Yea they are a key part in being able to make normal looking escarpments or even barriers. I'm focusing on urban theater because the versatility of the temperate tileset means most people find it easiest to make good maps with that, and avoid urban. Also keeping in mind that organic cliffs don't look like they have to conform to human construction geometry, urban kinda has to...

There are some things I like about urban, but just feel too limited to use it seriously. I expect once I've added by grass and hybrid grass-concrete cliffs (with other decorations) I'll actually want to make more urban maps. I always enjoyed mapping...

I haven't decided to expand any other theaters at the moment, and I don't want to fall into the overwhelming-todo-list-trap like other modders have. I already have a working mod, so everyday that I work on terrain I see real progress, without waiting.
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Joined: 09 Feb 2015

PostPosted: Fri Jun 19, 2015 7:28 pm    Post subject: Reply with quote

Besides adding some more variations to the basic concrete cliff fix set, I'm pretty happy with it. You'll note the smooth sided slope pieces, the new off-angle walls, and the missing variations (stone/braced/slab) from the other sets have been added.

The grass cliff set is going to stay stone wall only, but will have slope sets added, both the big ramp kind and some infantry sized stairs. I haven't started the grass slopes because I haven't even looked at making the ramp set.

I've also been busy making "feature" tiles like the crater and lumpy grass ones, and I started working on some farm crops (not happy with them them yet). I also added a few new rocks, with more to come.

So many plans... so much work.


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