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 Forum index » Featured Projects » Tiberian Odyssey » Maps
Transmexican Superhighway (4)
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Dec 01, 2011 8:25 am    Post subject:   Transmexican Superhighway (4)
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Transmexican Superhighway
(4)


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Constructed just before the outbreak of the Second Tiberium War, the Transmexican Superhighway allowed GDI to move troops and supplies by road into South America for over a decade.  By the end of the war, all the bases along GDI's soon-to-be-completed Amazon Firestorm Barrier were supplied by this one roadway, but fears of attack by Nod along this crucial supply line meant that GDI switched to airlifting supplies into South America using dropship stations.

Author: Orac
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Dec 01, 2011 9:47 am    Post subject: Reply with quote

Its nice

The highway reminded me of this map made by blubb a few years back
http://www.tiberiumweb.com/forums/index.php?showtopic=534

I think it would look better with a few light posts on the highway though, possibly with alpha light, like the ones used in Twisted Insurrection?
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Team Black
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Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Thu Dec 01, 2011 7:53 pm    Post subject: Reply with quote

good concept. I saw the title, I was hoping for heavy traffic
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Dec 01, 2011 7:55 pm    Post subject: Reply with quote

I guess we could/should add traffic... my comprehension of triggers is still pretty limited, so I'll leave it for now.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Dec 01, 2011 8:07 pm    Post subject: Reply with quote

Would be cool if they were trains so it'd be like Frogger getting across.
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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Dec 01, 2011 9:06 pm    Post subject: Reply with quote

yea i think some lamps and traffic would really make this map Smile

oh and possibly a train too like OmegaBolt suggested #Tongue
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 01, 2011 11:26 pm    Post subject: Reply with quote

The highway is the lowest area of the map. #Tongue
But a cool map anyway. I agree to the suggested traffic/train.
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu Dec 01, 2011 11:28 pm    Post subject: Reply with quote

Ahhhhhhh Intoxicating #Tongue, Nice map i like the Glowy lights Very Happy
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Joshy
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Joined: 13 Aug 2006

PostPosted: Fri Dec 02, 2011 8:58 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
The highway is the lowest area of the map. #Tongue
But a cool map anyway. I agree to the suggested traffic/train.


The greenest area of the map is the map.
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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Dec 02, 2011 11:55 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
The highway is the lowest area of the map. #Tongue.

afaik Highway is just the US term for Motorway
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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Dec 02, 2011 12:38 pm    Post subject: Reply with quote

Any major road in the United States is a highway, unless it is an interstate.
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Team Black
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Joined: 25 Sep 2006
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PostPosted: Fri Dec 02, 2011 3:30 pm    Post subject: Reply with quote


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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Fri Dec 02, 2011 4:26 pm    Post subject: Reply with quote

wth is a parkway?
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Regulus
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Joined: 16 Feb 2008
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PostPosted: Fri Dec 02, 2011 7:01 pm    Post subject: Reply with quote

In the state I live in, a parkway connects two interstates. The definition varies state by state.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Dec 02, 2011 11:12 pm    Post subject: Reply with quote

Yeah, I was working from some helicopter shots of Arizona.

Although it doesn't matter much, I just wanted the map to have a long name #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 03, 2011 12:11 am    Post subject: Reply with quote

I wonder which kind of text the signs along the road will show. Smile
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Dec 03, 2011 12:18 am    Post subject: Reply with quote

Adds for fuel ("Original Fossil Fuels, $16.25 per litre"), a billboard telling us that "New Phoenix is the safest city in the state!", and a sign advertising McMorpher Burger, among others.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Dec 04, 2011 8:59 am    Post subject: Reply with quote

Mexicans don't use highways! What the hell is wrong with you, Morpher? Dirty mexicans using highways... wtf is the world coming to? #Tongue

In all reality, it's a nice map. I like it. Smile
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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Wed Dec 07, 2011 8:20 am    Post subject: Reply with quote

I see two different MCV's there... does that mean what I think it does?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Dec 07, 2011 1:42 pm    Post subject: Reply with quote

Not until a certain BuildConst is fixed.
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Team Black
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Joined: 25 Sep 2006
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PostPosted: Wed Dec 07, 2011 3:59 pm    Post subject: Reply with quote

^this
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Dec 07, 2011 7:13 pm    Post subject: Reply with quote

Yeah, you can have the graphics for two different MCVs, but getting them to deploy into two different buildings is the unpleasant part - the AI doesn't play ball because it only reads the first entry of BuildConst.

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Dec 08, 2011 7:35 am    Post subject: Reply with quote

BuildConst, the saga continues.
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Morpher
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Joined: 28 Jan 2005

PostPosted: Thu Dec 08, 2011 7:47 am    Post subject: Reply with quote

Actually, maybe I should make a public topic for what would make a good construction yard seeing as both factions will need to share the same for skirmish.
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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Dec 08, 2011 7:56 am    Post subject: Reply with quote

Yeah, Morpher, that'd make sense.

According to Joshy, BuildConst is so deep in the code and so intertwined with other things that nobody is likely to touch it. Not sure how that holds up in the face of syringe powered patches, but I guess that the evidence is on the side of BuildConst not getting fixed.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Tue Dec 27, 2011 12:08 am    Post subject: Reply with quote

I'm telling you guys, universal Base Nodes is the way to go! #Tongue
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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Tue Dec 27, 2011 10:26 am    Post subject: Reply with quote

I'd be keen to see a new construction yard for both factions.
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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Tue Dec 27, 2011 12:32 pm    Post subject: Reply with quote

ztype new con yards, 1 con yard, keep it simple. The rest of the mod looks beautiful and to have it held back by -con yards- is absurd.
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Dec 27, 2011 1:55 pm    Post subject: Reply with quote

Thumbs up for Volgin. I never complained about the shared Con Yard (or any other structures) in TD, RA1 or TS.
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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Tue Dec 27, 2011 8:28 pm    Post subject: Reply with quote

I'm all for separate conyards... I don't wanna share the same building with GDI if I don't have to. XD

Since it seems impossible without some major .exe hacking (which I know nothing about...), I do think it should be put to the side for now until CCHyper can work some magic with the HyperPatch...

...You know, if EA would just release the damn source code, we wouldn't have this problem... XD

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Dec 27, 2011 10:56 pm    Post subject: Reply with quote

just noticed all the Tiberium is growing on grass and its the only place grass appears.... seems abit odd
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Dec 27, 2011 11:01 pm    Post subject: Reply with quote

There's no grass here... Just contaminated dirt. (It's grey/brown with tib crystals in it. It can sometimes look like grass at a glance. Perhaps it can be fixed.)

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Wed Dec 28, 2011 7:23 am    Post subject: Reply with quote

Since it is a shared building, I've been interested in seeing what PEOPLE would create since not many modellers make dual faction models, I was simply curious as to what Orac had in store.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Dec 28, 2011 7:57 am    Post subject: Reply with quote

I had been thinking of something cranelike, since that would allow a 3x3 structure without much faction specific iconography. This line of thought might be better split into a new topic, perhaps if discussion continues, because I'd be interested in any other opinions on this particular structure - it's not something to be approached willy-nilly.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Dec 28, 2011 10:38 am    Post subject: Reply with quote

Orac wrote:
There's no grass here... Just contaminated dirt. (It's grey/brown with tib crystals in it. It can sometimes look like grass at a glance. Perhaps it can be fixed.)


Perhaps make it lighter. The grass has almost the same dark green colour, hence they get mixed up.
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