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Sn4ke

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Everything posted by Sn4ke

  1. the mapper is probably too busy with streaming on Twitch (sometimes RenX [BHC server] for 10-60 people)
  2. the MK II is functional
  3. @[CT]Sarah are the small defences not triggering at all? or only on short distances? if they do not trigger nearby enemies units, their "vision" is blocked by some obstacle (visible or insivisble)
  4. About creating a new - possiblly awesome - map for RenX. Note: we're no mappers, none of our testers has proper mapping experience, but from the testers point of view I'd like to give following advice: get the latest SDK release if you're using additional content, such as @TK0104's teamsilo always keep it up to date. same with other prefabs from other mappers if you'd like to use content from other mappers (textures, etc.): ask personally for permission first (unless they released content via the download section) How to start a new map [testers point of view]: draw different basic sketches [bird#s eye view + maybe some detailed sketeches of certain interesting map sections] post them on the WIP forums [https://renegade-x.com/forums/forum/14-works-in-progress/] and ask for feedback / suggestions for a proper balanced map you'll need feedback from various people (both fractions allegiance): tanker, sneaker, defender, sniper, rusher, commander [if you know seasoned players from the mentioned division feel free to poke em on forums with "@nickname", there are currentls three players only that can claim to be "all-rounder" / Commando units, so it's probably the best to ask as many people for feedback as you can possibly get] start working on the details request dev-mapper-feedback [Havoc89 / Ruud / Henk / Schmitz / kenz / etc.] they'll give decent feedback for SDK issues & give good advice for different textures (unique look of the map), polishing, collision fixes, and - very important - culling pre-release for balance tests / bug fixing ask for feedback again + fix the map invite interested players for a gameplay test (hard to get enough players...) once the map is fixed / balanced: release version 1.0 There's no use in secretly developing maps and releasing them during a dark spooky night. Reason? Simple... as mentioned above only very very few players have the skill / experience to use any unit on a high skill-level and as a mapper you have to consider any possible gameplay aspect which is a difficult task balance is very important. if you have a special allegiance to GDI you might design a map that favours them... the chances of such a map to get appreciated & popular are very low stuck spots / bad collisions may occur to you as minor issues - plain wrong!!! a map may be as beautiful as it could possibly be... if a player joins a server, starts running around and ends up getting stuck three times in a row, maybe dies due to a random kill-zone and gets trapped in some dungeon (missing ground collision) he'll give a bad feedback and will most likely tell others that the map "sucks" in my very personal opinion mappers should listen to the community more often. because... for whom do you put that much time & effort into a map if not for the community [I doubt anyone whos mapping wants to end up playing his own maps with / vs bots] also important: balance tanking / infantry-only areas, give snipers special areas but DO not build OP sniper perches [expect ragequitters then] Hope this might help some - possible new aspiring - mappers to start mapping. Regards, Sn4ke yes, we'll never get official and we're absolutely fine with that. Kane blesses the libertines after all [unless they stand up against his forseen plans]
  5. problem is: Luhrians TeamSilo is out of date. I had the latest version installed which TK released... theres no reason to add out of date files to a "new" release
  6. guess you'll never learn to either add to the download description that you need the team silo zip as well (though I already had the latest version) to play the map. there is no hint, that you need to dl 2 files. or which... just add all the files needed into one single archive. the teamsilo is only 22 MB
  7. lol, remove the skip movie check well, some players have better fps performance while using 64 bit RenX...
  8. dude.... start the launcher, hit the settings button "skip movie" and you're fine.
  9. RenX community testers: What do we offer: general map testing glitch, game exploit, balance testing proper feedback, documentation, etc. for mappers private / confidential pre-release testing and more... How to recruit us: @DarkSn4ke: Forums PM | Steam | TS³ [www.stalker-contact.de] | Discord Try-Out: T.O. >>> Testing Server <<< We usually test any map that you request us to test for you. Please be aware that it might take a while until you get the feedback. & more - that are: many talented and seasoned RenX players, either tanker, sniper, commander, sneaker, rusher (for gameplay feedback) or dedicated glitchers that are known to us and help to improve the game for the greater cause. Regards, Sn4ke
  10. Chlenix did play this week, so yes, he should have 5.29
  11. as long as neon c4 or beacons // neon / pink SBH or stank are forbidden Im fine with skins... neon snipers... that would be awesome
  12. What do you think about an Outposts_flying? @TK0104 (huge map, could use air support [1 SAM / AA per base])
  13. the skin looks nice. but I guess people rarely look at the airstrike units at all (unless you spawn them in sandbox mode)
  14. *bump* *bump* @yosh56 please don't forget that Thommy released a new version of Tomb (no more Comms no more Gun Emplacements on top of the Walls + fixes / slight changes) *bump* *bump*
  15. On your feet, soldiers! @Ruud033 @Schmitzenbergh Storm is forecast for the rest of the month
  16. okaaaaay, on the TS/Discord recordings you don't sound like you do NOT want to win / play competetive [my opinion] Reasons why I join the PUG: advanced gameplay, META, coordinated shit with 10 player+ aaand: competition. there is (often) no real competition on public servers. but with balanced PUG teams you'll get skilled players figthing skilled players with commanders kicking their asses to do a good job (or not)
  17. GDI tactic for an organized Whiteout match - 15 -vs- 15 - by Sn4ke [dedicated field repair n00b since Beta 5.x] 1) kill the harvester / defend your own harvester* 2) if Nod harvy is down / own harvy secured** cap the silo / comms (once you've lost the harvy ony whiteout against a organised PUG crew GDI is doomed, so cap these buildings AFTER the harvy is down / secured!!) 3) As Nod is not dependent on their harvy dump (cheap arties) GDI has to send "anti-arty" units to the hill - and... ONLY the hill is important at this stage 4) send 1-2 skilled MRLS (skilled! tankers) with 2-3 hotties as backup on the hill. add 1 good Patch (counter LCG / SBH), 2 Gunners (to wreck arties & EMP) 5) send furthermore (7 players remaining, excl. dedicated defender / miner) any other available unit to the hill with FREE infantry, esp. soldiers (HS multipl > LCGs > snipers > SBH), grends (splash multipl > snipers & kevlar units) & enigs (additional field rep + kamikaze c4!) 6) donate for 2 mammoth tanks ASAP - 2 more hotwires needed! (only the finest tankers of the team should steer the mammoth tanks...) to dominate the hill 8) once your team has the hill, allow your dedicated sniper to buy either a havoc or a sydney***, then max out Mammoth and go in deep (eventually) [for those who do not feel comfortable with a mammoth tank - get a MED] 9) win**** 2)-8) farm any Nod harvy that leaves the airstrip! * actually saving your own harvy is more important as killing theirs, as GDI needs tons of cash, while Nod only needs arties, arties. arties & infantry backup ** if you've lost your initial harvy you have to TEAM-donate PROPERLY (dont WASTE cash!) or just ragequit *** there is absolutely NO use in a dedicated havoc / deadeye sniper wasting 500-1000 bucks if GDI does NOT have the hill. a decent dedicated sniper can as well kill / hamper enemy infantry with a soldier (HS 4x multi) - it's free boys! **** Disclaimer: I'm a poor old Sn4ke and know nothing about nothing. So please forgive me if you follow the steps above and still lose to a Nod team spamming Arties - SBH - LCS - Raver - Stankz - Flamer (hill control)
  18. https://youtu.be/ByQyBeBkPLU?t=328 @Ryz what? AFK repairs during a PUG? how do you make up such a conclusion don't get me wrong - no offence meant here. I'd just like to know why you think anyone is AFK-repairng during a PUG (unless someone takes a toilet break, or Yosh needs more booze or another band-aid as he cut his wrist again while walking through the door frame )
  19. https://youtu.be/ByQyBeBkPLU?t=301 where are the repairs, because we also requested them alright. welcome to another Renegade X HUD lesson. if you organise a RUSH or just want to donate for early stuff. hit 'k' (in case the player list is closed) hold down 'v' and you can easly SEE how much credit each team mate has. you DO NOT have to go to the ESC - donate menu And questions like: who needs cash and who needs how much are unnecessary if you use that. + only donate as MUCH as the player need to a certain UNIT. use the remaining cash either for a hottie (field rep) or donate to someone else to gain more firepower @Ryz Dear Ryz, few days ago we played against each other on the CT Mara - map: walls_fly - you organized a SBH rush on GDI PP which was very successfull, but after that Nod got their asses kicked. The MRLS tactic on Whiteout failed due to a similar problem. The tactic might (!) work, but most likely only during a public match. The likelihood that absolutely noone will spot 3-4 MRLS moving for the HoN side is somewhere near zero on a PUG (or on a public server against an organised team). Would be interesting to see/hear a video from boxes team (so you can see when Nod knew about the rush) And Whiteout is currently a "King of the hill" map. the team who controls the hill, controls the map, as you can easily switch sides (esp. Nod tanks can easily counter meds on the sides via the rocks) + MRLS are no match for SBHs / Arties / LTs
  20. Yesterday evening, while the CT Mara's pop got killed we played Outposts with two mates on T.O.'s server. I asked my mates for feedback on TeamSpeak - this is what they told me: First of all they like the map. ["I'd love to see that map released in an official patch!"] But as usual they had suggestions / requests - Make the Inf path slightly smaller - So far there are only two points of access to the infantry-only-area so any infantry will most likely not jump down in the middle of the map (unless there are friendly units nearby) consider to add further entrances in the middle of the cliffs as: catwalk / stairs, a tunnel system leading in 3 directions [CommC, Nod-, GDI-base] or a Huge bunker as on Under (a bunker at this position would make sense, as the map is inspired from WWII if I remember correctly). - an "outpost" both fractions can capture such as: a Repairpad (bunker MCT) [maybe then remove base repair pads] - Tiberium Silo seems to be placed aloof, maybe add special Tiberium decor? - Tiberium growing on sand based on the C&C universium might not be that likely at this time (between TD & TS) - the map is huge and it will take some time until infantry units will reach the silo / CommCentre (at map start) you might consider to add a tunnel system leading to both refineries / maybe also from stip / WF to the infantry-only-area - you can double-kill strip & Nods repair pad with a single beacon [again: consider these as community feedback / suggestions and not just feedback from me ]
  21. @Schmitzenbergh / @Ruud033 I have a feeling that we'll have a PUG soon - not with a meteor inc. - but featuring: storm front ahead
  22. I'm looking forward to the next patch *nerf* any infanty *nerf* *buff* Heroic Mammoth Tank *buff* (still too weak against LCG n shit )
  23. CT testing server is currently out of date but whenever you try to join you'll get a weird mission screen Mission: "Find and rescue General Fobby" Remaining time: 99999 then: d/c and the screen above @Madkill40
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