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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jul 12, 2015 1:36 pm    Post subject: Reply with quote

Speeder wrote:
Right, and out of pure curiosity and not to derail the thread - how many maps are going to make full use of that amount of cliff tiles?

That depends of your definition of "full use"?
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Jul 12, 2015 1:41 pm    Post subject: Reply with quote

Why, is the number of D-Day maps with new cliffs so large that the answer changes by tens depending on how I define "full use"?
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jul 12, 2015 2:15 pm    Post subject: Reply with quote

Moon Pies!  Cool
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jul 12, 2015 2:22 pm    Post subject: Reply with quote

I fail to see what I have done to earn such hostility from you?
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jul 12, 2015 2:30 pm    Post subject: Reply with quote

Mig Eater wrote:
I fail to see what I have done to earn such hostility from you?


I was sort of wondering the same thing... Thats why my post to this was just a stupid post. Razz

Maybe Speeder is jealous about something...
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Jul 12, 2015 2:46 pm    Post subject: Reply with quote

I fail to see where the hostility or jealously are in the question I've asked.
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jul 12, 2015 3:10 pm    Post subject: Reply with quote

Even if just one map uses one of those cliff tiles then I guess it was worth it. But really if you're designing maps from scratch then it'd be interesting to think of where you want 2 height cliffs vs 4 height and so on to make more interesting height differences.
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Millennium
Commander


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

PostPosted: Mon Jul 13, 2015 4:45 pm    Post subject: Reply with quote

I also don't see the initial question having been hostile... I think to the original question, the obvious answer is that no single map will make use of ALL those tiles. But, all maps taken together, I'm sure they find their place somewhere.

And ME is right that "full use" should be clarified in order to give a meaningful answer to the question... tiles are either on a map, or they are not. Either used or not used. How can they not be "fully" used?
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Jul 18, 2015 6:39 am    Post subject: Reply with quote

Holy HollyWeird!  Laughing

The funny thing is how shitty my 3d modeling skills have gotten... The 3d models those converted from sucked...  Laughing

And I guess 3dsmax 2013 does not work with 3ds2vxl... exporting to 3ds doesnt keep colors... I had to export to obj.>import into blender then export as 3ds...

I think I might make some more hollyweird vxls... those were kind of fun...


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RatsInTheWalls
Rocket Infantry


Joined: 14 Jul 2014
Location: Where the fields are green

PostPosted: Sat Jul 18, 2015 7:41 am    Post subject: Reply with quote

Ta-ta-daa-ta-ta-daaaaaaaaaaa Ta-ta-daa-daa-ta-ta-daa-daaaaa-daaaaaaa *oh my god i'm being mauled by dinosaurs!*

That's some nice work.

YR.exe -dinosaurpark
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Jul 18, 2015 12:04 pm    Post subject: Reply with quote

Groovy!!


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Jul 18, 2015 1:51 pm    Post subject: Reply with quote

Damnit. I wanted to do the first Echo-1 voxel! Very Happy

Goodjob anyway. Mystery Machine is my fav.
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Jul 18, 2015 1:56 pm    Post subject: Reply with quote

Because I can release them! That's why!  Laughing

HollyWeird vxl Pack 1!



I have also released 8 new maps. Two of the maps are fan made RA3 maps, I remade them for Ra2 because I liked them. (The original author is okay with it. Razz  )



You guys hopefully should know were to download this crap if you want it...
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 18, 2015 7:36 pm    Post subject: Reply with quote

love the dumb and dumber dog van. Smile
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jul 18, 2015 7:38 pm    Post subject: Reply with quote

Ohh behave Very Happy nice UK schemed car Smile
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jul 19, 2015 7:20 am    Post subject: Reply with quote

I am glad some one realized that was the dumb and dumber van.




Crusher=WIN!


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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Jul 19, 2015 2:23 pm    Post subject: Reply with quote

Red Alert 2: Farming Simulator 2015


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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sun Jul 19, 2015 2:44 pm    Post subject: Reply with quote

Mad Max Fury Road vehicles when? #Scrambles
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Millennium
Commander


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

PostPosted: Sun Jul 19, 2015 10:31 pm    Post subject: Reply with quote

Is that... a buggy-ized tractor?
(upper left)
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jul 20, 2015 10:40 am    Post subject: Reply with quote

Looks like a pretty normal tractor.


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deathreaperz
Commander


Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Tue Jul 21, 2015 3:37 am    Post subject: Reply with quote

Speeder wrote:
Mad Max Fury Road vehicles when? #Scrambles

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Millennium
Commander


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

PostPosted: Tue Jul 21, 2015 9:00 am    Post subject: Reply with quote

I'm now actually thinking how to implement a farming sim in the YR engine...
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Tue Jul 21, 2015 3:21 pm    Post subject: Reply with quote

Well you would make several types of ores to be your "crops", then you make a unit that you can deploy into a special oremine that only spreads only of those new types, finally you make the miners into combines and the refineries into a storage bay(that auto-sells). You have implemented crops for farming. (also use IFV logic for tractors.) It will look odd when the normal harvesters start harvesting crops so to prevent that you should find a way to make it only harvestable by the combines.

Now it would be look better in tiberian sun because tiberium spreads by itself and in your seeder could still move around. (By making it spawn "crops" (tiberium) when you fire) Also IFV like logic is it possible in tiberian sun with no hardcoding?

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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Jul 23, 2015 2:54 am    Post subject: Reply with quote

You'd have to redo the theater inis to only allow tiberium on your farm crop tile set... but rather than planting I'd just add 2 invisible ore mines (one at each end of the field).
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Trans_C
AA Infantry


Joined: 17 Nov 2014
Location: Somewhere in China

PostPosted: Thu Jul 23, 2015 3:53 am    Post subject: Reply with quote

How about a simplified version, where crop fields are just oil derricks with anim slowly damaging itself? They can be set as costly and slow to build and only profitable when the player send "workers"  or "tractors" to repair them.
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Thu Jul 23, 2015 6:05 am    Post subject: Reply with quote

Trans_C wrote:
How about a simplified version, where crop fields are just oil derricks with anim slowly damaging itself? They can be set as costly and slow to build and only profitable when the player send "workers"  or "tractors" to repair them.


That would probably work better. Not like I know how to make sph's anyway's.

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Millennium
Commander


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

PostPosted: Thu Jul 23, 2015 10:40 am    Post subject: Reply with quote

Too bad there's only two damage stages, it would look nicer if there were more stages to display how the field is slowly being harvested as it damages itself.

Ares Advanced Rubble feature could then give you an empty field when the field is completely harvested, then you send a farmer or whatever into the empty field to make it grow again...

All very interesting!
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Fri Jul 24, 2015 12:03 am    Post subject: Reply with quote

You could use both actually having the oil derrick look like a automatic harvesting contraption (also give it an animation that is it harvesting itself that pauses at the damage states) that you send seeders to "restock" (repair) it then you replace the normal ore types with crop types plus add as many ore types as you want and make sure it has growth and spreading tags. Also replace oremines with watering machines.

(Why are we still talking about this?) (Also all the tiberian sun stuff can be made in RA2(at least most of it))

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Millennium
Commander


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

PostPosted: Fri Jul 24, 2015 1:14 am    Post subject: Reply with quote

Needs split thread.
"RA2 to Age of Empires tc"
(or "to Harvest Moon")
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Fri Jul 24, 2015 2:09 am    Post subject: Reply with quote

Agreed.

But where to Red Alert 2 Research Center or Red Alert 2 Editing Forums.

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Fri Jul 24, 2015 10:35 am    Post subject: Reply with quote

Mad Max: Unspoiled Road...  Laughing

Mad Max: Fury Road.... Coming... some time...


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Millennium
Commander


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

PostPosted: Fri Jul 24, 2015 10:44 am    Post subject: Reply with quote

They are awesome...
(but you are right, the scale is abit off... just look at the pickup next to that tanker truck... but they are still great)
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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Fri Jul 24, 2015 1:53 pm    Post subject: Reply with quote

They look nice and are the red vehicles remappable or just red?

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badbully
Grenadier


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

PostPosted: Mon Jul 27, 2015 9:01 pm    Post subject: Reply with quote

Isaac_The_Madd wrote:
They look nice and are the red vehicles remappable or just red?

no they aren't as they are civilian cars.
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Millennium
Commander


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

PostPosted: Mon Jul 27, 2015 9:51 pm    Post subject: Reply with quote

I always thought units should have a Color= tag like projectiles... would give so many options for civilian cars.
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Aug 05, 2015 9:59 pm    Post subject: Reply with quote

I am still working on all those Mad Max vxls... About half way done... I had to take a break from them... There a pain, and there not looking so great... Ra2's pallet/voxel does support this style of detail... And I just did not want to make the vxls large and scale them down... So I have to fudge what I can...


Anyway, I released 9 new maps... All Island maps... LOL! I have 71 maps on my site.  Laughing



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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed Aug 05, 2015 11:01 pm    Post subject: Reply with quote

That looks very promising. Looking forward to those Mad Max units too. Smile
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Aug 05, 2015 11:17 pm    Post subject: Reply with quote

Wow Mad, you're a machine. Throw some of that motivation my way.
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Sep 13, 2015 4:36 am    Post subject: Reply with quote

Laughing

http://zombapro.ppmsite.com/index.php?page=Tiberian+Sun



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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Sep 13, 2015 5:17 am    Post subject: Reply with quote

Holy crap! I should've paid attention to this thread. Those are some nice civvie vehicles there Cool Looking forward for their release.

And not if I beat you to making post-apoc mods of civvie vehicles Twisted Evil


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deathreaperz
Commander


Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Sun Sep 13, 2015 6:30 am    Post subject: Reply with quote

No no no no! Very Happy
He is open for TS now Very Happy

Good job, Mad!
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Sep 13, 2015 10:34 am    Post subject: Reply with quote

I like the looks of Wrecktropolis Smile
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sun Sep 13, 2015 11:18 am    Post subject: Reply with quote

Neat. Will include 2 of those in TI.
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Sep 27, 2015 1:10 am    Post subject: Reply with quote

Yes its possible!

Ridge Carnage ( 2-8 ) Old



Ridge Carnage ( 2-8 ) New


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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sun Sep 27, 2015 2:22 am    Post subject: Reply with quote

Yes! the double post! Because I can!

Anyways 10 new maps and 1 rework.

Also I am working to 100 maps, Then I shall release a 100 map pack! Only 19 more to go!  Razz






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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Sep 27, 2015 8:50 am    Post subject: Reply with quote

Awesome work commander Smile
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Mon Oct 12, 2015 2:29 am    Post subject: Reply with quote

**Wipes sweat from brow**
Took longer to get all this finished and uploaded then I thought it would...
If you would like to download any of this crap, all can be found on my site.


Mad Max Voxel Pack:
Some of these may need a little more work... But I have spent way to much time on these and can not waist anymore time on them...



Civi Vehicles voxel pack:
Made from the vehicles I made for the MadMax vxl pack... (Vehicles in red area are WW/EA Voxel, there for comparison)



Farm Vehicles voxel pack:



Monster Truck voxel pack:



I also have released 3 halloween themed Ra2/YR maps. I posted these in the map archive section on this forum but no one seemed to care... But I might as well add them here as well...



I also have released 4 new Ra2/YR maps, and 1 rework.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Mon Oct 12, 2015 6:55 am    Post subject: Reply with quote

I will include all of your maps to YRNW, MadHQ
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freedom fighter
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Joined: 14 May 2009

PostPosted: Tue Oct 13, 2015 1:19 pm    Post subject: Reply with quote

Holy cow... O.O
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EVA-251
General


Joined: 20 Feb 2005
Location: Michigan

PostPosted: Tue Oct 13, 2015 7:01 pm    Post subject: Reply with quote

Voxels, SHPs, maps, your work is absolutely incredible.
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