Posted: Sat Apr 24, 2010 9:20 pm Post subject:
GDI Mission: The Training Grounds
Subject description: just an idea for now...
GDI Mission: The Training Grounds
Description/Overview: Commander, Nod has taken siege to an area used for the training of our forces. We believe it is a preemptive strike to our development and an attempt to steal recruits who may be unsure of their decision to join into our global effort against the Brotherhood. We need a quick counter to this threat. As of right now only the main recruit station in the area is left in contact with us. We need you to make a beach landing, force your way to that station and once that area is secure to go out and secure the other training bases and then eliminate any Nod presence left in the area.
Pics: finalsun pics added as of April 27th 2010
new1.png
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the entrance area for new recruits of GDI.
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new2.png
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ocean, dam, and the beach landing spot
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new3.png
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what will become the urban combat training area
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_________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
updated original post with finalsun pics of development that went on yesterday despite not really in the mood to map. figured i'd double post to try to get a bit of attention on it to see what people might suggest on this idea for a mission. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
have a destroyed target-able vehicle on the map that can a veterinary. and a target range for a artillery battery? _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Let's see what you have, you've gotten a good start. I think a somewhat destroyed GDI training post under Nod control would be interesting to see. QUICK_EDIT
Looks good, but what I personally dislike is how the walls of the GDI outpost curve so much. I'd always aim for as little corners as possible. Also it looks heavily defended for an outpost. _________________ QUICK_EDIT
That really depends on what the outpost is "outposting" to. A tech level 3 base can be an outpost to a tech level 10 fortress spanning half a map. QUICK_EDIT
Looks good, but what I personally dislike is how the walls of the GDI outpost curve so much. I'd always aim for as little corners as possible. Also it looks heavily defended for an outpost.
I agree on both points. The defense is a bit of a habbit of adding both from other maps. I'll probably knock it down to just vulcans to the exception of one concerning the vulcan and rpg towers anyways. As for the walls I simply kinda fit them within the view i had but areas do seem to be kinda too curve like for walls. I might edit some cliff spots a tiny bit so the walls can seem a bit straighter.
Quote:
have a destroyed target-able vehicle on the map that can a veterinary. and a target range for a artillery battery?
hrmm interesting ideas. The first one is do able although a 'destroyed target-able vehicle' isn't the easiest things since IIRC the crash vehicles you can place on the map don't have damage frames thus go invisible once you get them to less than 50% health. However, billboards and various other things could still be used. As for a target range for artillery...not likely since this was designed for normal TS without FS thus GDI has no reason to have an artillery range since they don't really have a long range artillery unit. As for some sort of firing range for infantry and/or vehicles, quite possibly.
Quote:
I think a somewhat destroyed GDI training post under Nod control would be interesting to see.
That along with attacks on not yet under Nod control will of course happen or at least are planned.
As for progress: basic map layout is essentially done, it's left to detailing, planning an array of triggers and actually triggering. A good bit of detailing has already been applied of course. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
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