[Fields of Green][ZH][4 player]
Kyouko 08 Jul 2007
This map will be part of the Americas rage mod. No more Download now, but get the mod and you will have a look at the map.
Edit: Images( Pictures are old map for some reason)
Overhead
Right side
Left side
Middle
Edit 2: New Download. (It still isnt complete yet i know)
Caution: No AI as of yet
Edit 3:AI Fixed
Edited by Funky_Golem, 09 November 2007 - 21:09.
Edit: Images( Pictures are old map for some reason)
Overhead
Right side
Left side
Middle
Edit 2: New Download. (It still isnt complete yet i know)
Caution: No AI as of yet
Edit 3:AI Fixed
Edited by Funky_Golem, 09 November 2007 - 21:09.
Amdrial 08 Jul 2007
It looks really good for a first attempt mate.
-I like the fact that you in your first attempt already made use of many objects, policecars, roads, bridges, techbuildings and many many more, Keep up the good work .
-I also find it good that you also are using scripts on your first map. I see the waypoints for the cars .
These are the things you have to look at:
-Varied groundtexturing (Not one big green landmass)
-Make use of the ground you have. Never leave a big open plain (Except when you are making a desert, in which case, you should leave a big open plain with plenty of textures)
-Make tech buildings something worth fighting for.
-As I already said, place some nice textures around the lakes (or pools).
-Make use of the objects in the Civilian->MISC_MAN_MADE/MISC_NATURAL and the Civilian->SHRUBBERY folders, they'll really brighten up the place .
-Smoothen out the cliffs as soon as you start to see screwed up textures (screwed up textures only appear when the cliffs are too steep)
The thing I do not really like about this map:
-What is the Oil Refinery doing in the water? (As counts for the trees)
It's a good first attempt, and as already said, Keep up the good work. :thumbsup:
PS: I took the liberty to fix up your topicname.
Edited by {LP}Admiral-(NL), 08 July 2007 - 20:09.
-I like the fact that you in your first attempt already made use of many objects, policecars, roads, bridges, techbuildings and many many more, Keep up the good work .
-I also find it good that you also are using scripts on your first map. I see the waypoints for the cars .
These are the things you have to look at:
-Varied groundtexturing (Not one big green landmass)
-Make use of the ground you have. Never leave a big open plain (Except when you are making a desert, in which case, you should leave a big open plain with plenty of textures)
-Make tech buildings something worth fighting for.
-As I already said, place some nice textures around the lakes (or pools).
-Make use of the objects in the Civilian->MISC_MAN_MADE/MISC_NATURAL and the Civilian->SHRUBBERY folders, they'll really brighten up the place .
-Smoothen out the cliffs as soon as you start to see screwed up textures (screwed up textures only appear when the cliffs are too steep)
The thing I do not really like about this map:
-What is the Oil Refinery doing in the water? (As counts for the trees)
It's a good first attempt, and as already said, Keep up the good work. :thumbsup:
PS: I took the liberty to fix up your topicname.
Edited by {LP}Admiral-(NL), 08 July 2007 - 20:09.
Kyouko 08 Jul 2007
Thanks. Ill fix them up. It was only an 2 hour attempt
Tell me the best way and i'll do it (i did try for a bit but it just looked worse)
Do you mean hills or Objects?
Less buildings?
It all makes sense now
Like sand?
I'll get right on it
The oil refinery was an attempt to have it submerged, so when you garrison the water plant (To make the water level drop, hence the "Water script) the refinerys would then available. But instead what you see now is the boched attempt to fit Non-Existant AI problems. With the trees, I forgot the moutain and water placing of trees on the grove options and now I have to pull the trees out of the water one-by-one.
@The PS: Thanks, I had thought of a better name and forgot to change it.
Quote
-Varied groundtexturing (Not one big green landmass)
Tell me the best way and i'll do it (i did try for a bit but it just looked worse)
Quote
-Make use of the ground you have. Never leave a big open plain (Except when you are making a desert, in which case, you should leave a big open plain with plenty of textures)
Do you mean hills or Objects?
Quote
-Make tech buildings something worth fighting for.
Less buildings?
Quote
-Make use of the objects in the Civilian->MISC_MAN_MADE/MISC_NATURAL and the Civilian->SHRUBBERY folders, they'll really brighten up the place .
It all makes sense now
Quote
-As I already said, place some nice textures around the lakes (or pools).
Like sand?
Quote
-Smoothen out the cliffs as soon as you start to see screwed up textures (screwed up textures only appear when the cliffs are too steep)
I'll get right on it
Quote
The thing I do not really like about this map:
-What is the Oil Refinery doing in the water? (As counts for the trees)
It's a good first attempt, and as already said, Keep up the good work. :thumbsup:
PS: I took the liberty to fix up your topicname.
-What is the Oil Refinery doing in the water? (As counts for the trees)
It's a good first attempt, and as already said, Keep up the good work. :thumbsup:
PS: I took the liberty to fix up your topicname.
The oil refinery was an attempt to have it submerged, so when you garrison the water plant (To make the water level drop, hence the "Water script) the refinerys would then available. But instead what you see now is the boched attempt to fit Non-Existant AI problems. With the trees, I forgot the moutain and water placing of trees on the grove options and now I have to pull the trees out of the water one-by-one.
@The PS: Thanks, I had thought of a better name and forgot to change it.
Amdrial 09 Jul 2007
There is a reason why your maingrass is under the GRASS_ACCENT section.
Answers to your questions:
With that, I mean both
I do not mean that by less buildings, but less tech buildings. Make them a rare thing, giving you a headstart over other players in limited money games.
Self-Explanatory
Sort of, you should add grass and sand. Those textures should be under the BEACH_TROPICAL section.
Self-Explanatory
You have to be exact when naming scripts: Example: Not Hiway Paths, but Highway Paths. It should be exactly how it's spelled on the waypoint paths.
That also counts for your Draining station: Should be spelled like ''Water Control'', not like ''Water Controll''.
Admiral
Answers to your questions:
Quote
Do you mean hills or Objects?
With that, I mean both
Quote
-Make tech buildings something worth fighting for.
I do not mean that by less buildings, but less tech buildings. Make them a rare thing, giving you a headstart over other players in limited money games.
Quote
-Make use of the objects in the Civilian->MISC_MAN_MADE/MISC_NATURAL and the Civilian->SHRUBBERY folders, they'll really brighten up the place .
Self-Explanatory
Quote
-As I already said, place some nice textures around the lakes (or pools).
Sort of, you should add grass and sand. Those textures should be under the BEACH_TROPICAL section.
Quote
-Smoothen out the cliffs as soon as you start to see screwed up textures (screwed up textures only appear when the cliffs are too steep)
Self-Explanatory
Quote
The thing I do not really like about this map:
-What is the Oil Refinery doing in the water? (As counts for the trees)
It's a good first attempt, and as already said, Keep up the good work. :thumbsup:
PS: I took the liberty to fix up your topicname.
-What is the Oil Refinery doing in the water? (As counts for the trees)
It's a good first attempt, and as already said, Keep up the good work. :thumbsup:
PS: I took the liberty to fix up your topicname.
You have to be exact when naming scripts: Example: Not Hiway Paths, but Highway Paths. It should be exactly how it's spelled on the waypoint paths.
That also counts for your Draining station: Should be spelled like ''Water Control'', not like ''Water Controll''.
Admiral
Nid 09 Jul 2007
do them cars actually move in game? I've had a look at the map, and I can script your AI but i'm terrible at scripting stuff, like moving cars and civillians, so it would be great if someone ould teach me a little more on that.
Kyouko 09 Jul 2007
I only know tiny bit scripting. I've done the cars and they should work.
@Admiral:
That is the weirdest thing because earlier today I actually fixed those names up, and I havent even seen your post.
Fixing
Edit: Sorry if I sounded rude heres the latest one (More work needed I know)
Comments or Critzisem?
Edited by iron_golem, 09 July 2007 - 12:02.
@Admiral:
Quote
You have to be exact when naming scripts: Example: Not Hiway Paths, but Highway Paths. It should be exactly how it's spelled on the waypoint paths.
That also counts for your Draining station: Should be spelled like ''Water Control'', not like ''Water Controll''.
That also counts for your Draining station: Should be spelled like ''Water Control'', not like ''Water Controll''.
That is the weirdest thing because earlier today I actually fixed those names up, and I havent even seen your post.
Fixing
Edit: Sorry if I sounded rude heres the latest one (More work needed I know)
Comments or Critzisem?
Edited by iron_golem, 09 July 2007 - 12:02.
Warbz 09 Jul 2007
nidmeister, on 9 Jul 2007, 11:05, said:
do them cars actually move in game? I've had a look at the map, and I can script your AI but i'm terrible at scripting stuff, like moving cars and civillians, so it would be great if someone ould teach me a little more on that.
you need so give the car a name. then make a waypoint path. then script the car to follow the waypoint path.
*DOES NOT WORK FOR ALL VEHICLES
Kyouko 09 Jul 2007
Yeah, name car and waypoint path. Then in the scripts "Actions if true" under unit\move chose follow waypoint path and put named unit and path in.
Kyouko 10 Jul 2007
Help, I can't get the AI scripting working on any of my maps. I tried the Scripting 101 topic but it didn't work.
Kyouko 11 Jul 2007
Sorry, I fixed it. Turns out you dont have to have waypoints for every start position to every other position. It looked like a spider web of lines.
edsato82 12 Aug 2007
the AI does not work, they create units like crazy people but they do not attack they only crowd :crosseye:
Edited by edsato82, 12 August 2007 - 19:02.
Edited by edsato82, 12 August 2007 - 19:02.
Kyouko 13 Aug 2007
Kenny, he is trying to help me, i think he can necro just this once
On to edsato82's post. I've been meaning to get around to fixing that, but I was suspended from school and as a punishment by my parents i've been banned one week for every day i was suspended. I'll fix it in about a week.
Edit: AI fixed. (As stated in the post below this)
Edited by iron_golem, 18 August 2007 - 11:06.
On to edsato82's post. I've been meaning to get around to fixing that, but I was suspended from school and as a punishment by my parents i've been banned one week for every day i was suspended. I'll fix it in about a week.
Edit: AI fixed. (As stated in the post below this)
Edited by iron_golem, 18 August 2007 - 11:06.
Kyouko 18 Aug 2007
AI Fixed. I got on the computer earlier than I expected.
Edit: sorry for double post. can someone Delete this one
Edited by iron_golem, 18 August 2007 - 11:05.
Edit: sorry for double post. can someone Delete this one
Edited by iron_golem, 18 August 2007 - 11:05.
Kyouko 19 Aug 2007
Thanks. I hope that was a compement. I'll add some goodys and easter eggs later
Kyouko 20 Aug 2007
Yes they would. Ther is lag issues due to the size of the map and pathfinding. They will be fixed in the next update. (Seems like it needs a lot of fixing dosent it).
What im going to do is put a water control on there and the water level will drop when it is garrisond.
What im going to do is put a water control on there and the water level will drop when it is garrisond.