About This File
[HOW TO INSTALL MAP FILES:
- .upk file goes into Renegade X > UDKGame > CookedPC > RenX > Environments
- .udk goes into Renegade X > UDKGame > CookedPC > Maps > RenX ]
Fantastically designed map created by DaKuja, CNC-Glasses pays homage to CNC-Eyes as a re-rendition.
Each base contains the Primary defensive structure as well as two GT's. (Guard Tower/ Gun Turret)
Multiple routes for players to venture on as either infantry or in a vehicle!
Work alone or alongside your fellow players and engage in all-out-warfare!
This is CnC-Glasses.
Map Contents:
- Advanced Guard Tower
- Obelisk
- Barracks
- Hand of Nod
- Weapons Factory
- Airstrip
- Powerplant(s)
- Refinery(s)
- 2 Guard Towers
- 2 Gun Turrets
- Crates
- Two vehicle routes
- Two Infantry routes
"Let's rock!"
What's New in Version 1.0.0.0
Released
1st Amendment
- Nod arty can no longer hit GDI Harvester from the Nod base Entrance.
- Gunfire will no longer pass through the Tiberium meteorite at the TibField.
- Gawdy snow bunker material changed. (snow pretending to be sand in this map looked too pixelated, standing out in a bad way)
- Obelisk moved an inch closer to reach to the same extent as the AGT.
- RollerCoaster Endgame-Camera added
2nd Amendment
- Fixed Nod Harvester path-finding due to the added rock
- GDI Weapons Factory now has Vehicle RolloutNodes
3rd Amendment
- Fixed the lighting issue
- Fixed AGT spotting areas
- Extended Obelisk range to reach as far as the AGT
- Fixed pathnode issues
- Remade Nod main entrance rock overhead [Original one was not appearing due to non-uniform scaling]
4th Amendment
- 'Gaps' have been filled with rocks
- AGT has been masked from Infantry Silo route
- Obelisk has also been masked to balance AGT masking at Infantry Silo route
- All vehicle blocking volumes have been increased in height to stop vehicles climbing over into Infantry paths
- Moved blocking volumes at bridge locations to allow infantry to jump over the railings into vehicle traffic
- Moved blocking volumes at GDI side of main Infantry route which prevented infantry from volleying over the walls onto the rocks below
- Gaps at GDI side of main infantry route by the containers where it looked like you could fit infantry no longer look like they can fit infantry
- Covered gap between containers at GDI Main Infantry route with a box
- Spot where obelisk couldn't shoot at you if you were in a specific location is no longer a location you can shoot the Obelisk from
- Overpass of the main infantry route above the tib_field where AGT could shoot infantry has been masked from view
- Obelisk has also been masked from view for balance reasons
- Fixed lighting issues that were plaguing the beauty of the map
- Map is now not as bright
5th Amendment
- Brightness of map tweaked
- Map has been balanced out for both teams;
- GDI Refinery was completely exposed to rocket soldier and Arty spam quite unfairly, this has been rectified
- GDI PP was ridiculously exposed from multiple routes, the number of exposure points has been reduced
- Infiltration of bases (in particular the GDI base) more balanced
- Nod PP has a one-way dead-end route for vehicles, now the GDI PP does as well as part of balance changes
6th Amendment
- Fixed EndGameCamera which flys into the Rocks near GDI Ref.
- Redone Tank/BlockingVolumes around the whole Map.
- Fixed places where player can get stuck (Thanks to DarkSn4ke)
- Replaced the floor areas or the bridges with bsp's to save alot of resources
- Added some Particle Effects
- Massiv culling work done (Remove collisions from many meshes at the background or not visible for Players)
- Added some Lights at the Tiberium Field
- Added Spotting Areas