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Nod Mission 1: Mutant Cyborgs
Moderators: TiberFCSL
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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Thu Jun 07, 2012 3:44 am    Post subject:  Nod Mission 1: Mutant Cyborgs Reply with quote  Mark this post and the followings unread

These are some screenshots of the first mission of TLW. It'd be great if I receive some feedback. It's just WIP, but other than decorate the map, I don't know what else to add or change.

EDIT: Uploaded new screenshots, the map was edited. I don't know why the screenshots are in reverse order now #Tongue.



Mutant Cyborgs 5 Found.PNG
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Mutant Cyborgs 4 Search.PNG
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Mutant Cyborgs 3 Mapowr.PNG
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Mutant Cyborgs 2 Start.PNG
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Mutant Cyborgs 01 Briefing.PNG
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Last edited by TiberFCSL on Sat Jun 23, 2012 11:00 pm; edited 2 times in total

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Thu Jun 07, 2012 4:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I gotta learn how to make missions! Those engineers are awesome

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Thu Jun 07, 2012 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

They were made by Denmon and if you want you can download them from this site.
Of course I don't make maps as good as you Smile

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 07, 2012 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can improve your mapping skills by adding much more random detail to the terrain. Right now, it is plain (same tile).

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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Thu Jun 07, 2012 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Need lots of improvement

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Thu Jun 07, 2012 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yup what creaser said.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Jun 09, 2012 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

What Cesare said won't help him at all.

Here's a guide with some mapping tips:
http://www.ppmsite.com/forum/viewtopic.php?t=14683

This guide was originally conceived to C&C3, but the main idea behind it works for almost every game. Just ignore the part of importing TGA, map border being 30 feet high and world builder manual. Also, instead of blending textures, you should use different tiles.

And there is also an epic guide from HeXetic on how to make maps that doesn't suck (that was target on RA2, but Final Alert and Final Sun is the same damn software).

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sat Jun 09, 2012 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was thinking of making a cameo and map making tutorial, just to improve them visually. Just little tweaks light making dead area's or types of climate using lighting and such, giving the map a history or life of its own. It's easy and you'd be surprized at how it improves things.



Like they say, a picture is worth a thousand words.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Sun Jun 10, 2012 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you mates Smile

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Sat Jun 23, 2012 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

New screenshots posted. What do you think now?

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Sun Sep 30, 2012 10:17 pm    Post subject: What about now? :P Reply with quote  Mark this post and the followings unread

A very friend of mine gave me advice and suggested to use elevation, hills, but I think it's very hard to add that in this map, so I haven't decided where to do it.
And of course the cliffs are very straight, but that's about to change Smile .



Mutant Cyborgs New1.PNG
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Mutant Cyborgs New1.PNG



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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Sep 30, 2012 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Straight cliffs! We meet once again! #Tongue

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Mon Oct 01, 2012 5:14 am    Post subject: Reply with quote  Mark this post and the followings unread

The straight cliffs are gone!!!! Well, I've gotta weaken or definitely take out that red light!
It's supposed to be the point where you build your base, what could I replace it with?
EDIT: Hmmm I think I should use hills this time.



Mutant Cyborgs Fixed Cliffs.PNG
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Mutant Cyborgs Fixed Cliffs.PNG



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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Mon Oct 01, 2012 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, or you can just script it to deploy where you want.
But hills are recommended anyways. #Tongue

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