View Full Version : My blue zone map (question)
TheSoVietBlackOuT
04-30-2007, 05:52 PM
I am building a blue zone map, and I have recently found how and where Blue Zone walls are in WB (ByNativeType > Civilian > Structure > ZoneWall) and when I tested my map with a friend I just found out that they're destructible easily. Now I have the city in the center of the map with blue tiberium and tiberium spikes and the players start outside the walls, but I had openings to get in the city.
I didn't like this as it looks weird with just some gaps in the wall. Now that I know these are destructible, do you think I should just close it off? It'd also maybe prevent early rushes, as players would have to blow through the walls and expand later into the center.
Or should I just leave openings into the city?
Alpha and Omega
04-30-2007, 06:07 PM
Close the walls. It'll make for better games.
Romav
05-01-2007, 05:23 AM
Close the walls. It'll make for better games.
I agree. I'd like to see a map where you fight your way into a Blue Zone by destroying the walls. Go for it. Looking forward to the results!
icantcmyeye
05-01-2007, 02:03 PM
be sure to texture underneath them, you don't want to leave that vacant space, and make them targetable (in the logic tab) so that the AI will know to attack them.
spyVspy
05-01-2007, 02:37 PM
You should post some screens of the city walls, it sounds like a fun idea. One more thing you could do is add some hills inside and out around the city and place some bridges going over the walls. That would let you get inside then blow the bridge up. I wonder how the AI would deal with that.
TheSoVietBlackOuT
05-02-2007, 12:01 AM
You should post some screens of the city walls, it sounds like a fun idea. One more thing you could do is add some hills inside and out around the city and place some bridges going over the walls. That would let you get inside then blow the bridge up. I wonder how the AI would deal with that.
I'll make a skirmish version that I script better than this. I plan to make this a 2v2 online map. :o AI does work on it though. Garrisons every ****ing building. Still easy to rape, garrisons should be made more effective!
be sure to texture underneath them, you don't want to leave that vacant space, and make them targetable (in the logic tab) so that the AI will know to attack them.
Done the texturing already, but what in the logic tab sets them so that the AI see's them as a threat? I set them to "Aggressive" on stance, but I take it I have to set it to a team, which one?
Imgs:
http://img490.imageshack.us/img490/1245/mapjh2.th.jpg (http://img490.imageshack.us/my.php?image=mapjh2.jpg) http://img84.imageshack.us/img84/9816/map1am5.th.jpg (http://img84.imageshack.us/my.php?image=map1am5.jpg)
(http://img516.imageshack.us/my.php?image=mapssrw6.png)
spyVspy
05-02-2007, 12:23 AM
You should assign the walls segments to player 'creeps' and see how that works. 'Creeps' are every player's enemy by default.
TheSoVietBlackOuT
05-02-2007, 06:59 AM
You should assign the walls segments to player 'creeps' and see how that works. 'Creeps' are every player's enemy by default.
Cool, I'll try that this afternoon after school.
Is there anyway to make the red zone dark? Because I like that the blue zone is light and happy but the red zone shouldn't. Also recommend some stuff for me to do with the red zone, I'm looking at some official maps that are red zone, but still kinda confused on what would look good.
I'll make a skirmish version that I script better than this. I plan to make this a 2v2 online map. :o AI does work on it though. Garrisons every ****ing building. Still easy to rape, garrisons should be made more effective!
(http://img516.imageshack.us/my.php?image=mapssrw6.png)
garisons are effective, get one sniper squad and two rocket squads in a building, do it like 3 buildings and you have got a decent defence... no black hand to burn 'm out, no flame tank to survive the rocketspam. (if you really are afraid of fire, place some tanks in front of the buildings :D)
jmqrsq
05-02-2007, 12:00 PM
sorry to be such a noon, but what is a blue zone? shoot a red zone and a yellow zone explanation would be nice too....
spyVspy
05-02-2007, 03:28 PM
The zones are a designation of the tiberium prevalence. Red is completely overtaken, Yellow is partial and Blue is almost clear of tib. Watch the first promo videos form EA for an intro.
Kinetic
05-02-2007, 04:02 PM
The zones are a designation of the tiberium prevalence. Red is completely overtaken, Yellow is partial and Blue is almost clear of tib. Watch the first promo videos form EA for an intro.
Basically the textbook version description. What he said.
Blue = Suburban Nice, Clean, happy Place.
Yellow = Slums Dirty but with buildings still standing, some parts are clean.
Red = "The Ghetto" with broken houses etc. Example would be the Italy buildings.
P.S. Everyone should ALWAYS include a screenshot of the map or two when posting a map. I don't like downloading every map just to see if it is good or not.
TheSoVietBlackOuT
05-02-2007, 04:51 PM
garisons are effective, get one sniper squad and two rocket squads in a building, do it like 3 buildings and you have got a decent defence... no black hand to burn 'm out, no flame tank to survive the rocketspam. (if you really are afraid of fire, place some tanks in front of the buildings :D)
APCS + Grenadiers = Ownage.
So no way to make the outside of the walls, the red zone, darker than the other part? I figured there isn't but if there is, I might as well try and figure it out.
Does the map seem good from the imgs or couldn't really tell?
Annihlator :D
05-03-2007, 07:35 PM
sorry to be such a noon, but what is a blue zone? shoot a red zone and a yellow zone explanation would be nice too....
It is in fact noob not noon, and nice map sovietblackout,
Spider786
05-06-2007, 02:21 AM
nice looking map.
TheSoVietBlackOuT
05-06-2007, 04:44 PM
Hi question bout the walls.
First, when I play them, if they're out of your Line of Sight (ie, right when you start the game) you CANNOT see the walls, therefore new players to the map would not know walls are there. Any way to fix?
Second, I set the walls to creep and targetable, yet if I set my units to aggressive stance they won't attack it. And I have to force fire on the walls, they're can't just be attacked.
Help?
Derek
05-06-2007, 04:50 PM
You need to set the creep player to be the enemy of all the others players.
TheSoVietBlackOuT
05-06-2007, 06:59 PM
You need to set the creep player to be the enemy of all the others players.
How do I make sure it's an enemy to everyone?
TheSoVietBlackOuT
05-08-2007, 07:26 PM
Help? :(
Help? :(
look in the tutorials section of this forum
Kinetic
05-09-2007, 10:43 PM
Help? :(
Edit ---> Players List then edit the player enemies list for each player you want.
Romav
06-02-2007, 01:29 AM
SovietBlackOut - Did you ever work out how to make the walls attackable by all players? I'm trying to do the same thing with little luck. It only seems to allow them to be attacked with force-attack.
TheSoVietBlackOuT
06-07-2007, 09:14 PM
They attack 'em but I have (ie: human players) to force-attack them myself. No luck with fixing that.
Also the AI just kills them slowly, not right away.
I still get my units to attack the walls when I put them to "aggressive" stance automatically so I don't have to worry about the walls and build my base while my tanks kill the walls. =\
TheSoVietBlackOuT
06-08-2007, 09:50 PM
Edit ---> Players List then edit the player enemies list for each player you want.
How do you remove players from the allies, enemy, and other lists?
Here's a picture of the list I'm talkin' about if you want to clarify.
TheSoVietBlackOuT
06-12-2007, 08:13 PM
Okay now the game will not end until all the walls are destroyed. I did some stuff to the teams, it did this, so I deleted all the teams and readded them and still the same problem.
Help! The map is complete except for this issue. :(
When we destroy the walls, it says "PlrCreeps has been defeated" so someone Creeps is starting w/ the game and I don't want that!
Riftmaker
06-25-2007, 10:55 PM
Here you go, taken from Wikipedia:
The story of Command & Conquer 3: Tiberium Wars begins in the year of 2047, roughly sixteen to seventeen years after the events of Tiberian Sun: Firestorm. While the conflict between the Global Defense Initiative (http://en.wikipedia.org/wiki/Global_Defense_Initiative) and the Brotherhood of Nod (http://en.wikipedia.org/wiki/Brotherhood_of_Nod) appears to have subsided substantially ever since, Tiberium (http://en.wikipedia.org/wiki/Tiberium) infestation has begun to reach critical levels and continues to destroy the Earth (http://en.wikipedia.org/wiki/Earth)'s ecosystems (http://en.wikipedia.org/wiki/Ecosystems) at an alarming rate, prompting GDI to divide the world into three different geographical zones based on the levels of local infestation. 30% of the world's surface has been designated as "red zones", which have suffered the worst contamination and can no longer support human - or otherwise carbon-based (http://en.wikipedia.org/wiki/Carbon-based) - life. 50% of the regions in the world have been designated as "yellow zones", which are dangerously contaminated yet contain most of the world's population. Decades of war and civil unrest have left these regions in a state of social collapse and have continued to provide the Brotherhood of Nod with opportunity for concealment as well as large-scale recruitment over the years. The remaining 20% of the Earth's surface is unscarred by Tiberium outbreak and is relatively untouched by war. These "blue zones" are considered the last refuge and hope of the human civilized world and have been placed under the direct protection of the Global Defense Initiative.
TheSoVietBlackOuT
06-26-2007, 01:08 AM
Umm wow. Did you read anything but the title? Jeez.... I'm still having the problem that is setting me back, if I don't get a response in a few days that will help me, I'll just get rid of the walls on my map...
Riftmaker
06-26-2007, 02:33 PM
If no one knows you might have to take on the challenge for all of us to know collectively for the future. Its a sweet design if you can get it to work, don't give up!
TheSoVietBlackOuT
06-26-2007, 03:08 PM
If no one knows you might have to take on the challenge for all of us to know collectively for the future. Its a sweet design if you can get it to work, don't give up!
I think 2 + week delay of my map is enough of me trying to figure it out. =\
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