ok, so if i re-work it into a missile silo, which side would you want it for so i know what colour scheme to use. And also if possible some kind of guidance i.e. if it should be a specific shape or something to fit in with other buildings. QUICK_EDIT
Hmm.......forgot all about the helipad, here's something im working on tho, its far too high poly for generals so its gonna be a voxel and PPM get first choice of whether they want it.
tank.jpg
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Last edited by Tratos on Wed Apr 30, 2003 7:58 pm; edited 1 time in total QUICK_EDIT
[double post, first admin to find this and delete it wins a prize] Last edited by Tratos on Wed Apr 30, 2003 7:57 pm; edited 1 time in total QUICK_EDIT
Go to Deezire and search on the forum and look at the tutorials on skinning, i have only just got 3ds max (it wasn't done in Gmax) so i dont have a clue on texturing, im taking it one step at a time, learn to model than learn to texture and skin. QUICK_EDIT
If ever you need any specificly made maps for TS to go with your mod, im sure Allied General would be happy to make them. Hes not a bad mapmaker and is always keen. here are a couple of examples of his work:
If you want to download and have a look, you can at CNCMG _________________ QUICK_EDIT
Thanks thats no problem, Its just that hes the only active TS mapmaker i know at the moment and he isnt that bad so i thought id let you know incase you need a favour from him _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jul 03, 2003 1:09 am Post subject:
yes, but you must have a version 1.08 of tiberian sun in your machine. When you make a random map on it, it will create a .mpr (or .map) file in your TS dir... alt + tab the game and copy and paste it somewhere. Then, open it with Final Sun and have fun... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Those maps look like they're created by the random map generator, btw...
well he claims to have created them, they are good all the same
They are modded anyway. These are the mods for 'guild wars':
-Features-
- Free Radar.
- Inital forces are elite (star rank).
- Random Meteorite showers.
- Netural Disk Throwers, Wolverine Titan's, Hover MLRS, Disruptors Mammoth Mk II, Mammoth Tanks, Tiberian Fiends, Mutants. They are a lot more aggressive.
-Tiberium Refinery and Silo stores twice as much tiberium.
-GDI can build an lamp post after building a barracks. Its generates a yellow glow.
-Nod can build an lamp post after building a barracks. Its generates a red glow.
-Superweapons cannot be built even at level 10.
-One limit units can though. Cyborg Commando and Mutant Hijacker require the following prerequisites for this map ONLY: Hand of Nod, Nod Tech Centre.
- Mammoth Mk II is trainable and becomes stronger when elite.
- GDI commander can build ArgCmdr at TechLevel: 10. He is trainable and becomes faster when elite. Equipped with an railgun and anti-air bazooka.
- Cyborg Commando is trainable and becomes more powerful when elite. Equipped with an plasma cannon and anti-air bazooka.
- Nod commander can build Reakon the Cyborg. He is 50% faster then standard cyborgs.
- Fenring's Orca carries twice as much ammo, is twice as strong and radar invisible. Cost is $2000 and build limit: 1.
- MaperRiz Apache carries twice as much ammo, is twice as strong and radar invisible. Cost is $2000 and build limit: 1.
and here are the mods for 'bitter memories':
- Initial forces are elite.
- Free Radar.
-Netural Mammoth Tank, Disk Thrower, Rocket Infantry, Cyborg, Tiberian Fiend, Mutants. They are a lot more aggressive.
- Netural Tiberian Dawn flamethrower infantry are present and aggressive.
- Mutant General. Heavy armor and armed with an energy beam weapon...
- Civilian Guard. Light armor and armed with heavy MG's.
- Adv. Guard Towers protect some areas of the map. Primary Weapon: Rapid
-Fire ground missiles. Secondary Weapon: AA missiles.
- Netural GDI and Nod buildings for the taking. Beware of Nod Lasers, Obelisk's of Light and SAM Sites.
-Superweapons cannot be built even at level 10. -One limit units can though. Cyborg Commando and Mutant Hijacker require the following prerequisites for this map ONLY: Hand of Nod, Nod Tech Centre. _________________ QUICK_EDIT
I jsut had an idea on how to get the door to open on the Missile Silo when fired. Couldn't you add a chargeing animation liek the obelisk? But the chargeign animation would be the silo doors opening? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Oct 24, 2003 1:09 am Post subject:
This map has been submitted to PPM labs and it will be analysed in a period of 1 hour to 6 months depending on the situation... (PPM labs is already full of things to be researched). QUICK_EDIT
Joined: 10 Aug 2003 Location: Laughing at Donald Trump in a rather flat place
Posted: Fri Oct 24, 2003 1:14 am Post subject:
lol, but what about 6 months, and 1 nanosecond?
Just a note to that map, it's best played against a human, the AI is rather clumsy (Remembers time when AI put stealth generator in fron of theyr'e entrence) _________________ Tiberian Station
Image guy on the Dune Sun\
- Peace - Through - Wossname - QUICK_EDIT
im making a map at the momment called tiberian warlands and i have a map called Desert Storm
desert storm is one of my first maps and may need a bit of detailing. it is split by a river, it is very simple with wide open areas. each position has lots of tiberium and i mean lots and there is a cliff top with veins, veins sometimes overgrow into the bottom left pos. DS is a 4 player map
tiberian warlands isnt finished yet but it is new and highly detailed and will have a mutant outpost (like in WW Official map Night of the mutants) and it will have a few cities. it will be quite simple design so it wont be like a maze. it will be split by a river or some kind of water, havent decided yet _________________ Tiberian Eclipse for TW
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Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Oct 30, 2003 1:02 am Post subject:
fremen5 wrote:
lol, but what about 6 months, and 1 nanosecond?
Just a note to that map, it's best played against a human, the AI is rather clumsy (Remembers time when AI put stealth generator in fron of theyr'e entrence)
This map is weirdo. The problem is that there are no alternative to bridges. And one of the tiberium areas are not properly linked to the side they were designed. Also land battles seems to be impossible as one of the sides are completely unlinked to the rest of the map... Some problems with shores were found as well. The idea of the map is really cool, but if you worked better on that, it would be certainly a cool map... Take a look at the critical section of the map (seen with FinalSun). Also, I think that sides deserved more space to build...
The map is looks really cool when it comes to the layout an cliffs, but you should use the auto shore function (not sure how it's called) in FinalSun. (like you wanny place water, the shore is automaticlaly done right by FinalSun) QUICK_EDIT
ive finished my map, it is a 3 player map (odd number) but if u want it to be 2 player remove the bottom left player position as its place is quite weird
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Oct 31, 2003 1:33 am Post subject:
We don't need it, because Sk8er has made a cool barracks for TDL recently... well, it's not finished but almost there ... Thanks anyway... as for Tiberium Warlands, it has been submitted to PPM labs.. Thanks a lot for the support, guys! QUICK_EDIT
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