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Scorched Earth MOD by G-E
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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Mon Jul 20, 2015 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

woa... this is beautiful.... Wink

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badbully
Grenadier


Joined: 03 Jul 2015
Location: between heaven and hell "the healln point"

PostPosted: Wed Jul 22, 2015 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks great this is an unique and awesome idea!

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jul 23, 2015 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

New sidewalks and driveways/laneways...



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jul 23, 2015 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some other uses of my "sidewalks" are for matching fence lines, this fixes one major irritation I've had with having to bleed ground under a wall/fence which is supposed to divide areas neatly. Now there's no bleeding Smile

Then there's the inner and outer corners allowing direction changes within half a cell, allowing for realistic foot paths that follow road features, or veer off into the bushes.



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jul 24, 2015 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Simple yet effective.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Fri Jul 24, 2015 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

is this terain expansion anly for your mod or is it going to be public I really want this for my mod

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jul 24, 2015 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Algerian Major wrote:
is this terain expansion anly for your mod or is it going to be public I really want this for my mod

I'll probably make it public eventually, much like TX2, but since it's focused on just urban, I could release it as UX. Along with maps I made for it, I could encourage others to make maps with it too, then we have some exchange possibilities...

For now, I'm still adding pieces and trying to figure out where to override junk tilesets, or should be in it's own. Likewise how to group the pieces, like do hybrid grass slope pieces go with hybrid grass cliffs or with other slope pieces? I must have moved, reordered, inserted tiles earlier into a set, renamed them, etc at least on 30 occasions since I started.

Lots more ideas to come, I have 4 pages of scribbles Smile

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Fri Jul 24, 2015 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great really hope i can help with some ideas for example

a airport strip could be good for maps with airports on them

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Jul 26, 2015 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Test map to showcase how pretty you can make it with sidewalks and driveways Smile



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jul 26, 2015 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

This looks like RA2 meets SimCity4 #Tongue

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Jul 26, 2015 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
This looks like RA2 meets SimCity4 #Tongue

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Anderwin
General


Joined: 16 May 2005

PostPosted: Sun Jul 26, 2015 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
This looks like RA2 meets SimCity4 #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Jul 26, 2015 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

You just jelly...

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Sun Jul 26, 2015 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

'Nother terrain expansion Very Happy

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jul 27, 2015 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

How about a highway that isn't really a "high" way? Smile



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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Mon Jul 27, 2015 2:48 am    Post subject: Reply with quote  Mark this post and the followings unread

I have never thought of that  Surprised , tho in all seriousness are you considering releasing these wonderful terrain stuff ? man I really want to use them in my Ra2/Yr campgin remake.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jul 27, 2015 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Like I say eventually haha Smile

At least you can see I'm making good progress...

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Millennium
Commander


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

PostPosted: Mon Jul 27, 2015 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

This is really awesome. Like some people have said, I see it more as a TE now than an actual mod. Or a TE with mod content.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jul 27, 2015 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Tiles with veritable heights need an unpassable row of cells along the edges, otherwise units will have pathfinding issues. That layout doesn't look like it has any tho?

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Jul 27, 2015 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E is  like Westwood's hope on balancing RA2YR Smile

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jul 27, 2015 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Tiles with veritable heights need an unpassable row of cells along the edges, otherwise units will have pathfinding issues. That layout doesn't look like it has any tho?

Going to make railings, but first things first Smile

Also have to make above ground slope entrances for those recessed roads, so they can carve through a hill...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jul 27, 2015 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rolling hills are no match for dynamite!



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Millennium
Commander


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

PostPosted: Mon Jul 27, 2015 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great!
I think you should include tunnels in your mod. The terrain looks like they'd fit in.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Jul 27, 2015 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Expressway conversion pieces...



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Jul 28, 2015 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I belatedly realized you can make rather nice 1-cell parking space sized lots with the driveway/laneway tile set Smile



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Anderwin
General


Joined: 16 May 2005

PostPosted: Tue Jul 28, 2015 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love it

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Jul 29, 2015 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

if WS put such things into a game...

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how did we end up here ?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Jul 29, 2015 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Dunno what I did but my map crashes when I load it now...  bahhhhh!

I even removed some buildings/features...



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Jul 29, 2015 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

It appears I hit a brick wall regarding new tilesets... if I use anything in the 117th, it crashes. I imagine this isn't the case for YR, or at least not for the new theaters added, but RA2 is unhappy.

I moved the tiles I thought were the offenders to lower rubble sets, and everything worked fine there, yet even with just a few remaining innocuous tiles in the last tileset caused crashes. I now have to embark on rejigging my entire tileset lineup to merge some, and re-distribute many of my others into the lower sets, overriding WW tiles. Lucky I only made 1 map with the new stuff or this would really suck...

Now I know many tilesets are unused with TilesInSet=0 set, though 117 seem like an odd place to break.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jul 30, 2015 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

When you're just not sure where you want to go, go in a circle...



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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Jul 30, 2015 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

you're obsessed with roads #Tongue

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how did we end up here ?

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smells like balls ...


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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Thu Jul 30, 2015 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh no, similar...  #Mad

awesome work Paul *-*  Shocked



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jul 30, 2015 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
you're obsessed with roads #Tongue

I've been told by many people that we need roundabouts, but I couldn't figure out how to make it look decent with small roads, and the large roads had their complications. Once I abandoned the idea of a perfect circle, the offset entry made a lot of sense...

The center is just over 2x2, so the Space Needle or any other decorative piece will work. Here too I toyed with making it grass or some other concrete style, but just made the most sense with clear pavers.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jul 31, 2015 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Gripped with a lot of decisions and mulling over a lot of my theater shufflings, I decided to take a break...

I made some almond trees!



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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Jul 31, 2015 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

now that is a nice refresh !

why don't you try making volcano Smile
or something special Very Happy

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Fri Jul 31, 2015 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:

The center is just over 2x2, so the Space Needle or any other decorative piece will work. Here too I toyed with making it grass or some other concrete style, but just made the most sense with clear pavers.

In my opinion what would make the most sence is a ring of grass/plants with a small outer pavement ring. Or some special round grass tile one can place on top so it looks that way. I have never seen a roundabout that large without any vegetation in the center! (But that might just be the country I live in).

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jul 31, 2015 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Agent Z wrote:
G-E wrote:

The center is just over 2x2, so the Space Needle or any other decorative piece will work. Here too I toyed with making it grass or some other concrete style, but just made the most sense with clear pavers.

In my opinion what would make the most sence is a ring of grass/plants with a small outer pavement ring. Or some special round grass tile one can place on top so it looks that way. I have never seen a roundabout that large without any vegetation in the center! (But that might just be the country I live in).

This could be done with a 2x2 or 4x4 building, and the rubble state could have concrete and soil splattered around. 2x2 would be perfect for leaving a walkway around the periphery, 4x4 could be made to cover the entire concrete area.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Aug 01, 2015 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Almost done adding my chunky wall for the higways...



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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sat Aug 01, 2015 1:35 am    Post subject: Reply with quote  Mark this post and the followings unread

If that is a civ wall I want to see what you do to the actual soviet, allies, and yuri walls.

Last edited by Isaac_The_Madd on Sat Aug 01, 2015 1:47 pm; edited 2 times in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Aug 01, 2015 3:08 am    Post subject: Reply with quote  Mark this post and the followings unread

It's actually a fake wall... it's terrain... to block pathfinding.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Aug 01, 2015 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
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
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Aug 01, 2015 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Imagine the possibility or making a Marble-Madness or Pac-man type map! #Tongue

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Aug 01, 2015 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

why not simcity #Tongue

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how did we end up here ?

this place is horrible ...

smells like balls ...


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Aug 02, 2015 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remastered the map after messing up about half the tiles on it hah!

The trees in their planters look pretty snazzy, as do proper driveways for houses.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Aug 03, 2015 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Rivers of Gold map with the elevation I had planned for it Smile

Updated Fast Lanes map with my new paths for parking lots, rearranged stuff...



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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Aug 03, 2015 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Your work is really nice, keep it up.

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Millennium
Commander


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

PostPosted: Tue Aug 04, 2015 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love Rivers of Gold. It has so much space. Sure, that takes away some interactivity/detail, but I like maps with lots of open areas for building and non-chokepoint-ish battles. Most of the vanilla maps aren't good at that.

Do you have any idea how the AI would react if there were no land connections at all?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Aug 04, 2015 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
I love Rivers of Gold. It has so much space. Sure, that takes away some interactivity/detail, but I like maps with lots of open areas for building and non-chokepoint-ish battles. Most of the vanilla maps aren't good at that.

Do you have any idea how the AI would react if there were no land connections at all?

That's a silly question haha #Tongue

The AI would still build some land teams, but would quickly switch to regularly send air units at you. What would you do if there was no land connection and you couldn't build naval yards?

I have a lot of maps that are more open, some that actually make defending any given area harder than just an open map, this isn't one of them. Everyone has quite a bit of space, with choke points between regions, and makes it difficult to expand with uneven terrain outside of the starting areas. Unless you go on a campaign of destroying the forest around you...



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Millennium
Commander


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

PostPosted: Tue Aug 04, 2015 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, that's what I would do... but the RA2 AI isn't famous for being the brightest kid on the block, so I'm not sure what it'd do if it realizes that it has to cross water, but can't get a transport built.

The map reminds me of an AoE mission map called... the Year of the Three Emperors? Four Emperors? I don't remember...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Aug 05, 2015 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread


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