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Sun, 2010-05-02 19:53
new map agian guys, called blue zone out skirts. takes place outside of a gdi blue zone which you can find at the north east corner of the map and there is a small outpost to the south west of the map, in the center of the map is a huge tiberium field with 2 player positions and 1 player position in the north west corner and the south east corner, you can fight the patrols near the blue zone walls to capture the gdi buildings on the map, the map is attached to this post.
Mon, 2010-05-03 02:23
#2
i know whats wrong with the harvester and i fixed it i just got to reupload the map, but the cliffs on the map editor, well idk how to use them im still learning, but it did take way longer than 5 min though lol
Mon, 2010-05-03 02:37
#3
The bluezone is behind the concrete walls to the northeast and to the north, just like in the story line the blue zones are blocked from tiberium on the other side of the walls, i think i will make another map similar to that one in smaller scale for u exactly the way you said to, by the way the huge tiberium field is supposed to be there, send your infantry around it or just us vehicles like me, the reason why its there is to get players to fight for tiberium, makes the battle more exciting, alot of maps i play on i fight for the tiberium
Tue, 2010-05-04 00:19
#4
THIS MAP IS BEING UPDATED DON'T DOWNLOAD, BETTER VERSION COMING SOON!
Tue, 2010-05-04 01:31
#5
by the way are the red tiles located in the bridges part for the tunnels and keeping stuff from going off the bridge
Tue, 2010-05-04 21:49
#6
No, they were meant to be temporary place holders, but no tiles to replace them were ever made.
To keep units from driving off of the sides of the bridge, either draw tunnels below them or close up the side with impassable overlay.Don't place impassable overlay on the cells where you drew a tunnel however, or units won't be able to enter the tunnel.
To keep units from driving off of the sides of the bridge, either draw tunnels below them or close up the side with impassable overlay.Don't place impassable overlay on the cells where you drew a tunnel however, or units won't be able to enter the tunnel.
Wed, 2010-05-05 00:07
#7
thanx for the help man, are you the person who made this mod?
Wed, 2010-05-05 02:10
#8
In the flesh- erm.. In the text? Whatever, I'm sure you get what I mean
Wed, 2010-05-05 02:10
#9
OK players, i updated Blue Zone Outskirts, added impassable overlay and fixed everything, and created a professional version of Red Zone Rampage from C&C3 both available for download below.
Wed, 2010-05-05 02:12
#10
awesome dude, i just wanted to congratulate you on how awesome of a job you did. if you want me to make a custom map for you i could, even though i know you can make maps, it takes time off your hands, and i just figured out how to make real professional maps. Mostly because I couldn't find the cliffs, water and such.
Wed, 2010-05-05 02:34
#11
hold up, dont download Redzonerampage the bottom of the map is getting cut off for some reason
Wed, 2010-05-05 02:42
#12
ok i fixed redzonerampage for good now, just to warn you there is a little suprise in the middle of the map
Wed, 2010-05-05 02:48
#13
awesome dude, i just wanted to congratulate you on how awesome of a job you did. if you want me to make a custom map for you i could, even though i know you can make maps, it takes time off your hands, and i just figured out how to make real professional maps. Mostly because I couldn't find the cliffs, water and such.
You know, if you're going to add something, you can just edit a post you made. See the "edit" button?
Edit: Also, did you ever figure out how to get online multiplayer to work? If not, have a look at your private messages.
Wed, 2010-05-05 02:52
#14
OK, it's much better now, but still looks like you are a new mapper (don't worry, you'll learn ). The only real "problems" are that a couple of the cliffs are missing ends, and impassable overlay is only to be placed under tree groups (TC01-TC05).
Wed, 2010-05-05 02:53
#15
Nice to know my mod has another fan
Your second version of GDI Outskirts indeed looks a bit better than the first now you've added some roads and cliffs, but because of its size it overall still looks a bit empty. Like ChronoSeth suggested, it's best if you try starting off with smaller maps, because the bigger you make them, the more detail you'll have to add to keep them from looking dull.
Also, the cliffs you placed were a bit sloppy.
Red Zone Rampage looks a lot less dull since there's no huge open voids (although you could add a little more detail to the corners), but but it also has quite a few cliff errors.
You sealed off any entrance to the middle of the map with impassable overlay in order to force the player to break through the walls to get there. The impassable overlay is invisible ingame however, which means that players will find that their units will be unable to access certain areas for no apparent reason. If you really want to seal off certain passages, you should place some terrain objects there (such as bushes or rocks), so that it'll be obvious to the player that units won't be able to get through.
Finally, although it isn't necessarily "wrong", the layout of the map looks rather artificial because the cliffs are placed in perfectly square shapes in most places. If you try and make the cliffs look a bit more "dynamic", it'll make the map look a lot more natural, which is preferred by most people. This goes for other terrain such as rivers, shores and roads as well of course.
Your second version of GDI Outskirts indeed looks a bit better than the first now you've added some roads and cliffs, but because of its size it overall still looks a bit empty. Like ChronoSeth suggested, it's best if you try starting off with smaller maps, because the bigger you make them, the more detail you'll have to add to keep them from looking dull.
Also, the cliffs you placed were a bit sloppy.
Red Zone Rampage looks a lot less dull since there's no huge open voids (although you could add a little more detail to the corners), but but it also has quite a few cliff errors.
You sealed off any entrance to the middle of the map with impassable overlay in order to force the player to break through the walls to get there. The impassable overlay is invisible ingame however, which means that players will find that their units will be unable to access certain areas for no apparent reason. If you really want to seal off certain passages, you should place some terrain objects there (such as bushes or rocks), so that it'll be obvious to the player that units won't be able to get through.
Finally, although it isn't necessarily "wrong", the layout of the map looks rather artificial because the cliffs are placed in perfectly square shapes in most places. If you try and make the cliffs look a bit more "dynamic", it'll make the map look a lot more natural, which is preferred by most people. This goes for other terrain such as rivers, shores and roads as well of course.
Wed, 2010-05-05 02:58
#16
Oh yeah, for Snake's Path, you're also supposed to place IMOV impassable overlay under Sand Rocks (SROCK01-SROCK07), and you used water rocks on... uhh... sand. BTW, you should only post updates on the topics for the individual maps, not merge them together randomly.
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Suggestions:
-Cliffs! These provide barriers and are also used as space-fillers.
-Terrain. The whole map (besides the bottom-left corner) is a huge plain of grass. Not very pleasing to the eye.
-Fix the broken civ harvester (set its state to "harvest")
-If you don't like cliffs, try using large numbers of trees as natural barriers.
-You need to add impassable ground/overlay under the tree groups to prevent units from shooting at them (they are indestructible!)... have a look at one of my maps on the forum.
-The center tib feild, even shared between two players, is extremely unbalanced. It's also a deathtrap for infantry.
-A similar map in a much smaller scale would be better.
-Kinda nit-picking here, but why is there such a huge tiberium deposit so near a blue zone?
He who controls the past commands the future...
And he who commands the future conquers the past.
-Kane