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| Development Name: Cliff; current updats | |
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| Topic Started: Jun 30 2009, 04:53 AM (116 Views) | |
| [=T=] RagingRedneck | Jun 30 2009, 04:53 AM Post #1 |
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Pictures color is fucked up cause i changed them to jpg, but heres a carrot hawk....chase the carrot
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| [=T=] HawK | Jun 30 2009, 08:22 AM Post #2 |
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Wow! Love those stepped walls and how you've done the ramps. Just make sure you've definitely got the layout 100% how you want it if you're going to do that much detail work. |
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| [=T=] HawK | Jun 30 2009, 08:32 AM Post #3 |
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As in Cliff? |
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| [=T=] FlamingFirefox | Jun 30 2009, 01:05 PM Post #4 |
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I really like the block/pyramid look, the step look to the ramps is neat. |
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| [=T=] RagingRedneck | Jul 2 2009, 02:45 AM Post #5 |
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New version in drop box, to see recent updates, spawn at the bottom bases |
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| [=T=] HawK | Jul 2 2009, 12:29 PM Post #6 |
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You can't cross the bridge in the bottom right corner now because those concrete barricades block the way. |
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| [=T=] RagingRedneck | Jul 3 2009, 04:55 AM Post #7 |
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http://screenshot.xfire.com/screenshot/natural/3fd741cb15143956d16e47bba5b3d07556566fbc.png http://screenshot.xfire.com/screenshot/natural/59cbde2e751510ccba391cb4cf720c21d803434e.png |
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| [=T=] HawK | Jul 3 2009, 09:27 AM Post #8 |
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OMG that looks great! |
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| [=T=] HawK | Jul 3 2009, 02:09 PM Post #9 |
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I like the edges as well where you've got the small wall sections at weird angles etc and the messed up metal plate texture. By the way, the bridges are still uncrossable - at least the one in bottom right is, and Jolly had bridge issues as well. If you put anything on the bridge ends you cant target them to clear them out of the way because the game will think you're trying to target the bridge and take it out, so I would advise keeping all objects off the bridge and keeping the entrance areas to the bridges as clear as possible. Jolly mentioned using the garisonable towers (see Megaport - where the capturable GDI factory and tech building area is). I think this is a good idea and you might even want to have these towers go around the perimeter of the base area. Only 2 slots in those towers so maybe set the HP's to 750. The silos being underneath the bridges is a bit annoying, simply because you tell an engineer to go to the silo and he ends up going and sitting on the bridge directly above the silo. It's happened to me several times now and you have to walk him there in stages to get it right. I think they're a bit easy to get to as well considering the amount of money you get. |
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| [=T=] HawK | Jul 3 2009, 02:16 PM Post #10 |
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Oh, name idea: "Two L and Back" |
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| [=T=] RagingRedneck | Jul 3 2009, 04:17 PM Post #11 |
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Ill have to to look at those towers, i was actually looking for something like that. Ill remove those barricades from bridge, and i completely forgot about those Silos under the bridge I just through those in there for the first test. Any issues with the Tiberium trenches? Name ive been think of is "L Fortress" Edited by [=T=] RagingRedneck, Jul 3 2009, 04:18 PM.
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| [=T=] HawK | Jul 3 2009, 05:26 PM Post #12 |
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Trenches worked well. |
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| [=T=] RagingRedneck | Jul 5 2009, 08:34 AM Post #13 |
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Updated version available, redone the trench at bottom base and built the trench in the top base. So some the walls are gone and textures are screwy, but other then that its back to a playable state, test bottom base, i already know that the red forcefields dont stop units like walls do, but i was thinking of making it unpassable possibly. But first want to see what you guys think as far as it looks visually |
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| [=T=] HawK | Jul 5 2009, 11:07 AM Post #14 |
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Bridges cleared of obstructions? |
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| [=T=] RagingRedneck | Jul 5 2009, 11:45 AM Post #15 |
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Should be |
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cliff1.jpg (168.96 KB)







I just through those in there for the first test.
7:56 AM Nov 25