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Concrete Arena (2)
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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noki
Combat Engineer


Joined: 19 Jan 2009
Location: Brazil

PostPosted: Fri Oct 28, 2011 6:20 am    Post subject:  Concrete Arena (2) Reply with quote  Mark this post and the followings unread

This is my first map in TS Razz.

I away's liked the interior terrain, so I made a skirmish map for it Very Happy
It's a really small map (I'm serious, it's really small, cause I like small maps :3) and with only limited purple tiberium.



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Last edited by noki on Sat Oct 29, 2011 1:50 pm; edited 3 times in total

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Brotherhood of GOD
Cyborg Engineer


Joined: 12 Jan 2010
Location: Worldwide

PostPosted: Fri Oct 28, 2011 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice!I have been waiting for it since TI release

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Last edited by Brotherhood of GOD on Fri Apr 06, 2012 4:42 pm; edited 1 time in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Oct 28, 2011 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
And how can I make the purple color less bright?


In FinalTI, go to Edit->INI Editing, add a new section called TIBSPRDC, and give it these values:

LightVisibility=4000
LightIntensity=0.01
LightRedTint=1.5 ; I suggest you lower these to produce the desired effect
LightGreenTint=0.01
LightBlueTint=1.5 ; I suggest you lower these to produce the desired effect

You can also do this by opening the map in wordpad.

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noki
Combat Engineer


Joined: 19 Jan 2009
Location: Brazil

PostPosted: Fri Oct 28, 2011 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Quote:
And how can I make the purple color less bright?


In FinalTI, go to Edit->INI Editing, add a new section called TIBSPRDC, and give it these values:

LightVisibility=4000
LightIntensity=0.01
LightRedTint=1.5 ; I suggest you lower these to produce the desired effect
LightGreenTint=0.01
LightBlueTint=1.5 ; I suggest you lower these to produce the desired effect

You can also do this by opening the map in wordpad.


Thank you, I put:

LightRedTint=0.8
LightBlueTint=0.8

But it didn't made anything, so I put:

LightVisibility=2000

And still didnt happened nothing Confused

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Oct 28, 2011 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks nice and compact

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Oct 28, 2011 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread


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noki
Combat Engineer


Joined: 19 Jan 2009
Location: Brazil

PostPosted: Fri Oct 28, 2011 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Map updated Very Happy

Now with better lighting and more constructions.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 28, 2011 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

noki wrote:
Since I dont know the code for the helipad's and sam turrets, you can fly with aircraft's inside a construction lol

Add the following code to the map
Code:

[GAHPAD]
TechLevel=-1 ;disable GDI Helipad

[NAHPAD]
TechLevel=-1 ;disable Nod Helipad

[NABPAD]
TechLevel=-1 ;disable Banshee Bomber Supply Facility

to make aircraft not buildable.

NASAM is the Sam Bunker, but imo you shouldn't disable it, since gdi has still the jumpjet and disabling this too could make the map unbalanced.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Oct 29, 2011 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Also add AIBuildThis=no to those structures, or the AI will still build them.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sat Oct 29, 2011 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

You could, actually, replace the JJ, though.
Then you could disable the sams and the AA vehicle of Nod (forgot its name Embarassed). Another thing would be artillerie - that one would be a bit unlogical, too Very Happy

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Oct 29, 2011 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not just limit the JJ to walking, since it still functions as an infantryman?

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Sun Oct 30, 2011 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Why not just limit the JJ to walking, since it still functions as an infantryman?

And either lower it's cost (no more need for the equipment) or give it a heavier gun (weight is no issue anymore).

On topic: the map is cool. Small, but cool.

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Sun Oct 30, 2011 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice ! It reminds me of alien shooter Smile

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