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 Forum index » Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
Urban Housing
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Nov 02, 2019 3:55 pm    Post subject:  Urban Housing
Subject description: Feedback wanted
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Is this accurate of how housing looks like? Or is it at least somewhat realistic?

Quite frankly, I just slapped stuff there in the hopes is looks either good or logical.

What do you guys think?

Also, if you're curious: this is Mig Eater's DC map. I'm intending on finishing it (with the Terrain Expansion of course) and using it for any and all DC missions or skirmish matches.
Lastly, those 2x2 red pavement squares are where pools are going to be (thank you for the idea, Mig!), but FA2 had some LAT problems with that, so I had remove them for now.


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Housing
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Nov 02, 2019 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Traffic lights are at the wrong corners, excessive use of flags, no driveways...

It's not terrible by WW standards but nothing like real life.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Nov 02, 2019 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Traffic lights are at the wrong corners

How so? Should they be placed outward diagonally 1 cell?

G-E wrote:
excessive use of flags

Welcome to 'murica...

G-E wrote:
no driveways...

Those urban paths are meant to be the drive-ways. I guess I can change the pavement to rough pavement, but I can't think of making driveways like in real life with the tileset WW and the TX provide...

G-E wrote:
It's not terrible by WW standards but nothing like real life.

Thanks for the compliment Smile

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Nov 02, 2019 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
G-E wrote:
Traffic lights are at the wrong corners

How so? Should they be placed outward diagonally 1 cell?


Maybe this image may help.


TAK02 wrote:
G-E wrote:
excessive use of flags

Welcome to 'murica...

I am very american, and I will also say its a bit to much. They just come of to cluttery.


TAK02 wrote:
G-E wrote:
It's not terrible by WW standards but nothing like real life.

Thanks for the compliment Smile

You will never get real life with Ra2.


Anyways it's not bad, it is a bit compact for my liking. And bit to much repetition, but that's not 100% your fault, try to mix those up so you do not have the same buildings next to each other.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Nov 02, 2019 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
TAK02 wrote:
G-E wrote:
Traffic lights are at the wrong corners

How so? Should they be placed outward diagonally 1 cell?

Maybe this image may help.
https://demo-octalogo.com/Virtual-Traffic-Lights-v2/wp-content/uploads/2018/02/shutterstock_348021788.jpg

It's actually different here in Germany. The over-bearing lights are set up either right in the corner of an intersection or in the middle of the cross-walk. This pic is of a side-road in Berlin.
https://goo.gl/maps/c1xumejpdX4jmeh87

MadHQ wrote:
TAK02 wrote:
G-E wrote:
excessive use of flags

Welcome to 'murica...

I am very american, and I will also say its a bit to much. They just come of to cluttery.

I'm not understanding what you mean here.
Regardless, I intentionally put down too many flags. I'll make sure to remove them when this map makes it public. And tone it down a notch or two for my mod...

MadHQ wrote:
TAK02 wrote:
G-E wrote:
It's not terrible by WW standards but nothing like real life.

Thanks for the compliment Smile

You will never get real life with Ra2.
Anyways it's not bad, it is a bit compact for my liking. And bit to much repetition, but that's not 100% your fault, try to mix those up so you do not have the same buildings next to each other.

OK, so mix up the houses as much as possible and give the folks some more garden-space.
I'll see what I can do.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Sun Nov 03, 2019 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

If you're after something like this, I would only use it sparingly as a co-op style community. In the majority of cases houses will be on lots facing a street, with a lot behind them facing another street, not the same street.


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Nov 03, 2019 5:41 am    Post subject: Reply with quote  Mark this post and the followings unread

That is similar to what I have mind, but the difference on my end is that each home has its own drive-thru/parking separate.

Why would do so sparingly, tho? Wouldn't an emphasis on "co-op style community" as you call it symbolise how close and tight-knit the folks are?
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Nov 03, 2019 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

OK, so I decided to keep what I had already done, compact and imperfect as it is, and instead make sure to keep more garden space for the next times.
The bottom housing segment is my attempt at making it more spacious and less cluttered.

What do you think of the housing in the same segment as the hospital? (and what do you call these segments in between roads? Districts?)

Lastly, the housing to the left is inspired by housing I see here all the time: apartments, trees, play-ground(s) (usually shared), benches, etc.

Also, I wish someone, be it WW or an architect, would come forward and make a guide on which RA2 buildings are designed for living, which are offices, and which can be used as both/either, and that guide be followed by every RA2YR modder so we can all avoid confusing mappers and players.
RA2's INIs are no help in the matter, and I don't know enough about the subject to say anything.
Does such a guide exist (in part or in whole) or should I go ahead and make one of my own that present and future mappers and modders can and will use instead of just placing a "building" and calling it a day?


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Yes, I'm aware I forgot a bit of pavement for the bottom district.
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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Nov 03, 2019 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

The first pic would actually work for a trailer park, but not for these houses. Typically in a city the houses are directly adjacent to eachother, think San Francisco or New York if you watch any american TV shows. See these.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Nov 03, 2019 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
https://ppmforums.com/cdn.vox-cdn.com/uploads/chorus_image/image/58058203/170927_12_41_13_5DS26500.0.jpg

Sorry, but this site does not exist.

EDIT: it's http://cdn.vox-cdn.com/uploads/chorus_image/image/58058203/170927_12_41_13_5DS26500.0.jpg
Regarding houses in cities, you'd be correct. If I were placing housing in the city center. But my two pics are from DC's outskirts.  At least, I think these are supposed to be the city outskirts. There's a lot more freedom there.
You're still right tho: my housing does look abnormal, and not just because of how compact it all is.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Dec 25, 2020 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think I can say Mig Eater's DC extended map is nearly done, just some more trees.
Take a look (ignore Soviet buildings, those will become Base Nodes).


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ignore Soviet buildings, those will become Base Nodes
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_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 26, 2020 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

So it only took 18 years & someone else to finally finish that map :p
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 26, 2020 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

It also took me making my decision about which buildings are commercial, residential and industria-

Frig, RA2 really is SimCity.
_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Jun 23, 2021 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would you want to live here?



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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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silverwind
AA Infantry


Joined: 11 Jun 2016

PostPosted: Wed Jun 23, 2021 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not during the Ra2 timeline, I wouldn't. I feel like that city is where 1/4 of the battles across both Ra2 campaigns play out.

I'll want to download that map, though

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