Posted: Thu Dec 01, 2011 8:25 am Post subject:
Transmexican Superhighway (4)
Subject description: DM
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.
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? _________________ QUICK_EDIT
The highway is the lowest area of the map.
But a cool map anyway. I agree to the suggested traffic/train. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Any major road in the United States is a highway, unless it is an interstate. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
In the state I live in, a parkway connects two interstates. The definition varies state by state. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
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. QUICK_EDIT
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. QUICK_EDIT
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. _________________ QUICK_EDIT
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. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Tue Dec 27, 2011 12:08 am Post subject:
I'm telling you guys, universal Base Nodes is the way to go! _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
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. _________________ Victory! QUICK_EDIT
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 QUICK_EDIT
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.) QUICK_EDIT
Joined: 28 Apr 2009 Location: Auckland, New Zealand
Posted: Wed Dec 28, 2011 7:23 am Post subject:
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. _________________ Beta Tester for Mental Omega 3.0
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. QUICK_EDIT
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. _________________ QUICK_EDIT
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