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C&C_Iceberg.mix


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Posted (edited)

Ello,  

I've made a map myself. This is my first time making one so obviously it's a little rough around the edges but here it is! 

Here's a video showcasing the map. The textures aren't the best but hopefully in future maps when I decide to create more, I will get better with texturing 

 

EDIT: Recon Bikes get their PT icon 

Edited by Forithow
  • Like 8
Posted

Awesome job for a "first" map man! Very quick turn around time I might add from when we first talked about this!

Don't forget, you can always go back and redo layouts, textures, etc, as time goes on! Just keep it as C&C Iceberg_b1, and etc....until you get a final masterpiece!

Keep it up mate!

  • Like 1
Posted

Thanks Trunks. I will definitely go back to this map in the future when I get better at it! 

Posted

You've now entered the world of development! Which means, every time you play Renegade, you'll analyze every wall, ladder, plane, etc....and wonder....I can do that, or....how was that made?

:)

Posted

very cool fori, good job. I lol'd when the turret haxed you.

I'm in favor this will be added to the map list and we can !snm it.

  • Like 1
Posted (edited)
7 hours ago, Itai795 said:

very cool fori, good job. I lol'd when the turret haxed you.

I'm in favor this will be added to the map list and we can !snm it.

Yeah, here's the file for it, you'll have to ask one of the admins or @shaitan to add it in the server. Also GDI has TOW Humvees too

EDIT: placed it in a zip

C&C_Iceberg.zip

Edited by Forithow
Posted

very nice! i also would love to try it out on the server soon, it looks pretty cool.

  • Like 1
  • 1 month later...
Posted (edited)

So after like 2 months or so with Iceberg, I can see there's some changes to be made so the map will be revamped so that there'll be 2 entrances, and gonna try make it more balanced so that nod doesn't constantly win 70% of the matches (like nerfing the recon bikes), and making the map smaller

 

and I'll move the buildings around a bit too (like making it possible to reach the PP via tunnels as an example, and adding silos)

 

Feel free to add any more suggestions for this map to make it better for you guys 

Edited by Forithow
  • Like 2
Posted (edited)

Thanks fori

Make Shai add vehicle drop locations so we can !tank and get crates.

Edited by Itai795
Posted
37 minutes ago, Itai795 said:

Make Shai add vehicle drop locations so we can !tank and get crates.

Hmm. That'd be fun to watch.:yahoo-raisedeyebrow:

Since you'll already have leveledit open, get the ingame coordinates from your .lvl file. I can't atm, as my leveledit just crashes. Need these ones(minus those particular coords). Just hover the camera in a good spot right above the ground:

GDI_Vehicle_Drop_X=53.135429
GDI_Vehicle_Drop_Y=-193.510010
GDI_Vehicle_Drop_Z=-3.583598
GDI_Vehicle_Drop_Facing=-90.000
Nod_Vehicle_Drop_X=-53.787407
Nod_Vehicle_Drop_Y=207.149094
Nod_Vehicle_Drop_Z=-3.377565
Nod_Vehicle_Drop_Facing=90.000

  • Like 1
Posted (edited)

Here's the revamped version of Iceberg changes:

Changes that were made: 

-The Field itself is smaller than before, there are now two entrances into the field for both bases. You got the main original one, and then a side path behind the WF and HON that also leads into the field - It's riskier for the opposing team to go that way as the base defense will shoot them down however it rewards that risk by letting you sneak behind the WF/hon to destroy the repair facility/silo (and also get into the hon or wf from the back). That also means that GDI/Nod vehs can actually breathe and get out to destroy the arties/mrls since it's a common problem that Field/Under has, so hopefully this side entrance solves that issue.

-The WF is slightly harder to hit for arties now and the AGT is better positioned for incoming rushes to make it less of a Nod map.

-From both opposing teams, they can hit the wf/hon, bar/airstrip from the field, but need good teamplay and rush to get the agt/ob as it's difficult to shoot them because they will shoot you.

-An extra tunnel entrance is made for both GDI and Nod, 2 of the tunnel entrances lead very closely to the powerplants for both side so that even if airstrip/wf are destroyed, infrantries can still win. There's also blindspots for AGT and OB for that third tunnel entrance (The AGT can't see you from there because its line of sight is based on their ceiling guns and the ob is out of range to shoot), so you can easily walk to the powerplants or nuke the bar or ion the airstrip, but watch out for minor base defenses which can be destroyed for easier time to sneak in. 

-Recon bike is nerfed - the rate of fire was too high it was basically out-damaging a mammoth tank. I did want to buff them, but it's too much of a buff lol. Their rate of fire is now twice as fast as the TOW humvee and do half the damage of the TOW humvee rockets. Also TOW Humvee has been nerfed a bit too, it does less damage, has less HP and takes longer to reload

-Silos are added for fast credits in early game and repair facilities are added too

-Removed a third exit for the tunnel into the field and the tower that was in the field too. Now the 2 sniper towers are in better spots to make the snipers happy (there's also cannon emplacements next to them)

EDIT: Should also mention that it's no longer possible to sneak into the airstrip or barracks, but it is still possible to nuke/ion them. Also peds are added in as well in their usual places

-----------

Here's the vehicle coordinates drop off for this revamped Iceberg (not the original one!)

For GDI should drop the vehicle right next to the GDI repair facility. For Nod should drop the vehicle right next to the Nod repair facility.

GDI_Vehicle_Drop_X=-104.810
GDI_Vehicle_Drop_Y=104.420
GDI_Vehicle_Drop_Z=3.920
GDI_Vehicle_Drop_Facing=180.000
Nod_Vehicle_Drop_X=114.230
Nod_Vehicle_Drop_Y=-59.580
Nod_Vehicle_Drop_Z=3.300
Nod_Vehicle_Drop_Facing=0.000

Edited by Forithow
  • Like 2
  • 1 month later...
Posted (edited)

Yea it happened to me one time when GDI rushed ob, I had lucky spawn at the ob but I spawned like that and I couldn't defend ob, it dieded :(

Edited by Itai795
Posted (edited)

Okay, here's the fix for Iceberg_V2, it's now called Iceberg_V2_1 @shaitan

Changes made: 

-Fixed spawn bug at obelisk that caused you to get stuck at the MCT which can have an impact on the game (like Itai's experience of losing the obelisk)

-Made vehicles consistent with the ones from Coast_Flying and Niagra - This means Niagra TOW Humvees (so it has higher speed and shoot bullets + weak rocket) and Niagra Recon Bikes (higher speed) for consistency.

-Made the map a little brighter

 

 

CnC_Iceberg_V2_1.zip

Edited by Forithow
  • Like 3
  • 3 weeks later...
Posted

Why no iceberg v3, shameful :D

Posted
17 hours ago, Vultima said:

Why no iceberg v3, shameful :D

nah only if there's a major change

  • Like 1
  • 1 month later...
Posted

You made this? nice man. Want to work on rxd maps haha.Using 3ds max 8,renx or what?

Posted
On 8/22/2022 at 8:55 AM, Blacky said:

You made this? nice man. Want to work on rxd maps haha.Using 3ds max 8,renx or what?

I use RenX, I am a bit inexperienced but yeah I could help out 

Posted (edited)

@shaitan @Blacky IcebergV3 is now released, this will be the final definitive version, so no more after this, so replace V2_1 with V3 when you got the chance (The download is all the way at the bottom, below the pictures)

 

Changes for this version

-Added in VIS, this will help with FPS for those that have potato computers

-Added collision on GDI ref's right side as it was climbable from the wall (The one near the AGT tunnel entrance)

-Lighting is now smoother, and is less saturated, so it doesn't hurt on the eyes as much

-Added 2 sniper nests behind the GDI PP and the Nod PP, similar to Canyon/Volcano, can be used for covering nukes/ions behind the powerplant or being a nuisance to the opponent team by sniping them

-The tunnel behind the Nod PP has been adjusted to be directly behind the PP and not near the strip, I feel like GDI was a little too scared to go there because technically the obelisk is in sight, but it can't shoot you since it's out of range. It is also inaccessible for vehicles to go behind the powerplant (same for GDI), and the turret/guard tower that was there is now removed, making it easier to sneak in, so better watch your power plants!

-Containers have been added in front of tunnels (only exception is the tun in front of ob/agt) to make them a little harder for vehicles to camp and shoot.

-Ice caverns have been created inside the bases, for GDI it is between Silo and WF, and for Nod it is between Silo and Airstrip. This means that GDI infantry can access the silo and HON from the back via PP tunnel. Nod infantry can access the WF from the back via PP tunnel. This is inspired by Glacier on how you can sneak into many different buildings on that map, so you can now do the same here. 

-An icicle been added in front of the nod base to make it a little easier for GDI to shoot other buildings without the fear of the obelisk attacking them (so GDI can now safely attack hon/ob/ref/air, whereas Nod could always safely attack bar/agt/silo/wf in V2)

-Silo credits production has been nerfed, it was 5 per but now it's 1, so better guard your refinery Nod!

-A fourth tunnel has been created from behind the WF/HON, so you can use it to go into the Field without fear of enemy vehicles, this also means that you can sneak into the WF/Hon this way as well

-Ice caverns are created in the middle area of the field which leads to the 'fourth tunnel'

-There is now an ice walkway that is accessible at the front of each bases, very useful for early game as there are rocket emplacement there that fire recon bike rockets, it also helps infantry a bit more in the middle area. This means that the gun emplacements near the sniper towers have been removed as they are completely useless

-More decorations in the tunnels, there are breakable barricades that separate the tunnels, but you can break them to make the tunnels more accessible in the middle area but watch out for the tiberium gas! 

-Inspired by Conquest_Winter and CliffsLX, there are snow on the buildings, they don't do anything, just purely cosmetic for the wintery feel.

-The surrounding walls in Iceberg now has more than 1 texture to it, so it's not just 1 ice texture

-Fog has increased a little bit

 

Here are some pictures with the default textures

image.pngimage.png

image.png

image.png

 

CnC_Iceberg_V3.zip

Edited by Forithow
  • Like 5
  • Thanks 2
Posted

looking good

  • Like 1
Posted

Thanks Fori. The changes sound awesome and well thought of. GJ.

  • Like 1

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