Looks good. I'm guessing you decided to leave the mountains jagged instead of smooth, unless you haven't updated the map yet.
Anyway, here it is: the last lesson.
18. Reflective Objects
Sometimes, games will have models that appear to be reflective or shiny. Models like Metal Mario, Steelix, and the Fighting Polygon Team have textures that seem to move and distort around the model as if it was made of shiny metal. However, when you rip them, their textures will be frozen, looking exactly as it did in the moment you ripped it. This is fine if your map is going to be from the same angle, but it will cause a problem if you want to show the model from a different angle or plan to make an artsy render of it. The reason for all this is because the UV data for the model is moving around the object in the game according to the camera. Luckily, Cinema 4D has something similar.
The Environment channel basically creates an imaginary Sky object that is reflected off the object. It is intended to to be used in conjunction with the Reflection channel, filling in the gaps that aren't modeled in the scene. The Exclusive option of the Enviroment channel controls this, leaving out the reflected sky wherever a real reflection would fall. Unless you want to get extra artsy, disabling this option will create the N64 texturing you desire. However, there are limitations to this. Unlike the N64, where the "reflected" image is mapped based on the camera angle, the environment image will be put in a Spherical projection on the imaginary Sky, which is always angled up. This means that the image will be stretched around the circumpherence of the entire sphere, with the two edges being reflected exactly where the front is. You can try to work around this by changing the image's tiling inside the channel, but it is still sometimes noticeable. And since the textures ripped by the plugin are upsidedown, you'll have to flip it back upright before using it, or else your reflection will be upsidedown. When using the Environment channel, make sure to disable the Color channel to prevent unwanted blending.
Another method to achieve this effect gives you more control over the outcome, but requires more effort. The idea is to create a sphere around the object to act as the sky. This works by turning on the Reflection channel for the material (and disabling the color channel) to reflect the invisible sphere. To make the sphere's reflection give something close to the real thing, you can use the Flat projection and expand it a bit so that the texture fits the sphere. Then, use a Compositing tag to make the sky a compositing background only viewable in reflections. Finally, you can apply another CINEMA 4D tag, the Look at Camera tag, to ensure that the reflection stays based on the position of the camera. Neither of these results are perfect, so I recommend against using it in your maps unless you have to. Also, sometimes the environment channel is used to add a bit of Specular highlighting on an otherwise solid-color object, like Porygon2. If this is the case, you can just mess with Specular channel instead.
And that's it. That's the last lesson I can think of. Unless another issue arises or a question is asked, I'm turning the workshop over to be run by you all. Post your works in progress, ask questions, show off your work, and I'll be here to comment, critique, and help if you want me to. I'm no 3D artist, so more advanced questions about modeling in Cinema 4D are best left to online tutorials. I wish you all good luck in your work and look forward to seeing what you accomplish.
Edit: How fitting! This is the 64th reply.