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Posts posted by Havoc89
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Kane's return speech from TS is cooler though!
Maybe I'll return in 2047...
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Hey everyone!
I hope you all are having a wonderful day and staying safe in these weird times. First off I'd like to just say that no this is not some elaborate April Fools joke, I did make sure to delay posting about this until a few days after April Fools.
Secondly and most importantly, after 15 years of development; I am officially retiring from Renegade X, Firestorm, and Totem Arts. 🙃
I bet you may have thought I'd be here till the very end, and to be honest so did I. This is a bitter sweet moment for me especially because of how long I've been part of this team, and this community. tl;dr version is: IRL stuff...
Story time!SpoilerThe C&C games have been near and dear to me since I was one digit old. Renegade blew me away, and inspired me to try modding games for the very first time. It will always be a special diamond in the rough that inspired me to see vast potential in a C&C FPS game. Since Ren modding days, I ventured into Battlefield 1942, and Vietnam mods, and eventually took part in a mod called Tiberian Aftermath.
Battlefield, similar to Renegade had been another source for my inspirations of wanting to see what a C&C FPS could be like at the scale of a battlefield style game. Tiberian Aftermath was a project that helped me to develop and hone my skillset as I started to grow as an artist. Alas Tiberian Aftermath never saw the light of day on Battlefield Vietnam, but the spark in me still remained.
Most people wont know this but I did plan on porting Tiberian Aftermath over to Unreal Tournament 3 in 2006 back when the game was called Unreal Tournament 2007. It showed so much promise as a mod friendly video game. Unbenounced to me, @[NE]Fobby[GEN]and a few others were also planning a C&C project on UT3 around the same time. Fobby was looking to build up a new team and found me as a direct result of my work on Tiberian Aftermath. So he reached out, and at first I was pretty hesitant. Eventually I agreed to join and dropped Tiberian Aftermath on UT3 completely.
Renegade X aka Renegade 2007 was born! I met and grew up with a bran new team of incredibly talented people whom were just as inspired by C&C Renegade as I was. So we began development on Renegade 2007... A mod for UT3. We revealed ourselves to the public, showed off some trailers and even were featured on C&C3 Battlecast Prime time in Apoc's Corner a couple times.
At some point we knew we needed to change the name and drop "2007" from the name. Some how we landed on X because... well it sounded cool! Renegade X eventually ran through a few releases on UT3, and with EA's permission even ended up being finalists on Epic Game's Make Something Unreal Contest on UT3.
Eventually Epic did a surprise release/announcement of the Unreal Development Kit, and we knew we had to jump over to it! Epic Games had also taken notice due to our involvement in MSUC and having one of the more popular mods on UT3. So they asked us to port as well, but we we're 100% confident we would be able to do it smoothly. And so we began Operation Blackdawn.
A short single player adventure that helped to to become more familiar with the engine. Not everyone on the team was on board with the idea, but I did insist it would help us make a better Multiplayer in the future. Around the development of Blackdawn, I had entered college in a 3d animation course. Got a job at a mobile game development company which abruptly ended with a mass layoff. Which left me a little distraught, and lacking in self confidence. Black dawn had helped me build up more confidence over time.
Blackdawn launched with a massive surprise in sheer download counts. We kept watching the download numbers skyrocket from the first day going over 30k, to the first week over 150k. The last time we did a rough count (2 years ago-ish), it was over a million from various different mirrors all tallied up. To say that this was a motivational boost for us as well as my self is an understatement.
Blackdawn was a hit when it comes to the numbers, but not so much when it came to the content. AI was jank, the gunplay left much to be desired. Sure the vehicle combat was fun, and seeing the dead 6 characters together again was a blast. Oh and of course the epic Ion Cannon cinematic still holds up today as being one of the best looking ion cannons ever made. Until we one upped it with the Firestorm Ion Cannon .
Blackdawn despite it's mediocre success, was a great chance for not just us as a team, but also for me personally to learn more about game development. It showed me how much hard work, time and effort goes into making games, and just how much more I had to still. I knew I wanted to eventually turn this into a career for myself since nothing else really made me more excited to work towards something.
I wanted to get back into the game dev on a professional level, but at the time I took a job I wasn't initially very excited by. I joined a small animation studio in Toronto through the help of a college buddy. At first I was hesitant about it, but over time I grew to love it, and my desire to be in games was being fed by the development of Renegade X.
For me personally I had previously worked on so many mods that all ended up getting canceled and forgotten about. However, A couple years of hard work beyond blackdawn, we launched Renegade X: Open Beta 1. The first ever standalone multiplayer release for Renegade X. This was an incredible achievement for everyone in the team. We couldn't be more proud of what we had accomplished. I couldn't be more proud of the team and also myself to know just what I could do as both an artist and as a leader. With an inspired team one can achieve wonders, and we did just that! Renegade X launched to levels of success none of us could dream about. We had trouble playing the game in the first few weeks after launch because all of the servers were almost always full.
Renegade X multiplayer according to our last tally from 2 years ago has a rough estimate of over 1.5 million downloads. Renegade X did not launch in the greatest of states, we had rushed it and payed the price for it. Our massive initial player base dwindled quickly from a vast array of quality of life issues. But we didn't give up, we kept going! Patched up the issues, rebalanced the game a few times, and introduced a lot more content as well as modding tools for Renegade X. This helped breath new life into Renegade X, and is a game I'm still always excited to play. No game has ever cured my itch as much as this game has.
By this time I had worked professionally as an artist on a few cartoons, short films, and various secret pitch projects on several IPs. I had become a CG Supervisor at the same animation studio, and was pretty happy with how things were going.
Once Renegade X had stablized and the community began to grow. I still had one itch left at the back of my head. Tiberian Aftermath was something I still wanted to do. I've always wanted to see Tiberian Sun fully realized on the ground level, and so I started to dig through my hard drive of old project files of Tiberian Aftermath. I was curious to see how hard it would be to implement mechs, so I brought in the Titan from Tiberian Aftermath into Renegade X. Which eventually kept escalating and grew to us incorporating 6 Tiberian Sun vehicles into Renegade X as crates.
Eventually we got better looking assets from C&C Reborn from the w3d hub team. We started to chat with them early on about potentially collaborating a Renegade X - Reborn mode. Slowly over time we had incorporated almost every building, vehicle, and character from Reborn in Renegade X as a separate game mode. But it started to pose issues for us in the game design.
While at the same time for me, I wanted to make some new art assets to really push the visuals to new heights. I also wanted to challenge myself into seeing how much better of an artist I had become from the early days.
I think it is safe to say that I'm a teensy-bit better than I used to be. Once I had re-made the wolverine, I knew we needed to do this justice by having HD assets that aren't old assets from Tiberian Aftermath or Reborn. And so began... Tiberian Aftermath 2.0 aka Renegade X: Firestorm before it was called Firestorm. No joke the original name was Tiberian Aftermath, and we even had a logo and everything! It wasn't until very close to announcement that we decided to rebrand it as Renegade X: Firestorm.
You can see how the Renegade X: Firestorm logo was forged ^
I held the team back in a way by having Firestorm be on UDK rather than UE4. This was a tough decision to make, but one that I couldn't take lightly. Since Open Beta 1, the team had changed quite a bit. Very few of the original members still remain, and the team was short on numbers as well. I knew that moving to UE4 back then was going to be a much more difficult task for us than it would be to stick the foundation we already built on UDK. I knew that Firestorm would not only build up the team once more both in confidence but also in numbers, but also show the new team just how capable they really are since most of the dev team now were not around during the first launch of UT3, Blackdawn, or Open Beta 1. They didn't go through the immense high that a lot of the older members lived through.
I mentioned this before in both a news topic, and in a few DevTalks that we originally had a full scale massive TS game which was what we were calling Tiberian Aftermath. And when we realized it was a bit too ambitious for little ol UDK, I had to make a hard decision on dumbing it down and making it more of a reskin of RenX. This is when the name Firestorm was brought up. However since then we have redesigned this game to be just as large scaled as Tiberian Aftermath, but this time way more refined and fun to play than the old version. It is the best version of the game to date! I couldn't be more proud of the team both past and present, and the games they've built.
Around the time of our first internal alpha playtest of first version of the game, I was a CG Supervisor at the animation studio having already worked on 4 different productions in that role. I had begun to hit a ceiling of what more I could accomplish at this company. I loved my collogues, and genuinely had fun working on all sorts of different projects. However I wasn't feeling particularly challenged anymore, and things had become rather easy. I began to become complacent. Something I was already aware of and had me troubled.
A couple months later I was approached by an old friend and a former Renegade X developer @JeepRubi. Who opened up an opportunity for me to further my own career and dive into the deep end once more. To feel challenged, learn new skills, and adapt to an entirely new field. A lateral shift in my career. Whilst also moving to a different province, and a new city. This was just what I needed, a chance to start again, a chance work on a bigger scale, on larger productions, and be outside of my comfort zone. I knew that if I agreed to it, I would eventually have to let go of Renegade X. There is just no way that I would be able to give it my all if I was still focused on Totem Arts.
That was one of the hardest thing for me to do however after many weeks of debates inside my own head, I knew that if I didn't take this new opportunity I would end up regretting it for the rest of my life. Something I knew I wouldn't be able to live with. So I took a deep breath, and took a leap of faith!
The dev team has known about this for over a year, and I knew my days on this project were numbered. But this made me even more active and much more eager to work on Firestorm in the time I had left. Together with the Dev and Testing teams, we pushed ahead with Firestorm and established a framework that even in it's rough state can still put many games to shame. FS has helped to rebuild and reinvigorate the team. That was my final gift to this team. To show them that they are an incredible force because they like myself are fueled by passion, drive and determination to achieve greatness.
It pains me to leave Firestorm unfinished, it pains me to know that my original spark for a Tiberian Sun FPS will not be finished with me present, it pains me to know just how much I've invested personally to make all of this happen! It pains me to see how much of an evolution I've gone through only to have to step aside and let others finish what I started. But... I am proud! Proud of everything I've accomplished! Proud of how far I've grown as an individual and as a leader. Proud of how far I've come in my career! And most importantly proud of how many incredible achievements Totem Arts has accomplished!
Alas... The time has come! Not to destroy GDI but, for me to step down, and for the next generation of modders and developers to take up the mantle. To inspire a new generation of fans, and expand the community even further with bold new ideas and innovations! Not just from Totem Arts, but from all C&C projects and their teams. From W3D Hub, Open RA, CNC Net, and countless more! Its up to the global C&C community to support one another, and expand the community together with even more new projects and ideas!
All of these projects have only gotten this far because of the die hard dedicated fans and community members that keep them alive and thriving! So keep doing what you're doing, make some noise and keep making awesome new content!
I cannot wait to see what you all do next!
Well that was a rather long story time, but I had a few things to say.
I hope I've explained why I'm leaving well enough to make it clear. It is entirely to do with me and my own decisions in life and in my own career. I would love to stick around, and I would love to see FS all the way through till the end, but as a wise man once said "The end is the beginning!"
I don't want this to be a time of despair but rather a time of celebration. Look how far we've come together, and there is no stopping where we're headed next. I didn't do all of this on my own, no we did all this together. The RenX community, the developers, the testers, the OG Ren community, and the global C&C community! We all can achieve wonders, and will continue to do so with or without me.
This doesn't mean I will disappear, no not at all! In fact you'll probably see me ingame a lot more often since I wouldn't the working on RenX after working at my day job.
I cannot thank you all enough for everything you've done for me! Everyone from former, present developers/testers, to all of the sub communities that helped us get this far! To all of our fans both die hard and casual whom kept us going all this time! To the global C&C Community that never dies! Thank you to everyone else I've missed (I have a terrible memory sorry). You all helped us build up the Renegade X community and when I reflect back on the past 15 years, I could never have imagined that I'd get this far! And the best part is that we're only going to become bigger and bigger!
This is the last time you'll see me post here as a developer! From now on... I'm just a fan!
Goodbye everyone! And see you ingame!
Regards,
- Havoc89- 14
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Hey community!
Its over... its finally over! 2020 comes to a close at last! What a strange year it's been but hey, tomorrow is the start of a new year, and a new beginning for us all!
Nick Parker has some words to share, we thought we'd relay his message:
Well said Mr.Parker... Well said!
Happy new year to all!
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Tick Tank is also one of those assets that I'm not a huge fan of either. It didn't translate over to 3d as well as it did in the concept art. The OG Tick Tank design was a tad bit bland and we were thinking of making it look more like an evolution of the Light Tank seen in Renegade.
That being said, the focus is to have all assets be completed before anything can be redone. Otherwise it will end up being a perpetual redoing of already completed assets, and thus wasting a lot of time. We may or may not end up redoing some assets, but first our goal is to finish up the remaining unfinished assets.
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Hey community!
As you may know by now, Renegade X has a lot of maps in game 35+ maps for just C&C mode. A lot of them were originally community made maps that were popular and eventually included in the base game. However we all know that only a small handful of the 35+ maps are being played in servers. Some maps will go un-played for days if not weeks. Having 35+ maps also creates a lot of burden for us to maintain and update all of them at any given time, especially when we are a small team.
There is a clear issue with maps having an inconsistent set of standards in both gameplay, and visual quality. We would like to address this by removing large number of the more unpopular maps, so that we can instead clearly focus on the maps that aren't necessarily the best, but are also in much better shape than the ones that are clearly bad. This way we'll be able to narrow down and focus on maps that you guys want to see improved to reach the same level of quality as the most popular maps.
As this is a pretty touchy subject as map opinions will be mostly subjective. There are clearly some gems, some diamonds in the rough, and some that are better off being removed. You may have noticed that there was a forum poll about picking favourite maps, however that poll isn't enough to really justify taking action in this regards.
We've created a new survey that isn't simply tied to a forum poll, but instead allows for much wider exposure. This poll will also help us to more clearly identify maps that are the best, okay, the worse, and the ones you guys think should be improved. So please take 2 minutes of your time to answer the 4 questions in this survey as it will help us a lot to see what the majority of this community wants to see. As well as allow us to focus our efforts on the maps that are the most deserving of being updated.
Survey can be found here:
https://forms.gle/m3AiUviKgrEbiHHP7Thank you for your time!
- Havoc89- 2
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Lets find out which are the most popular maps. List all that you like.
Rules are simple:
If you like the map then vote for it
If you are unsure or dislike then do not vote for it
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Hey all!
Its already Fall 2020, and yet no Firestorm yet? Well lets just say 2020 has been a rather interesting year for us all, and unfortunately we will have to push back the release to 2021. I know this isn't the news you all wanted to hear, but it's important for us to spend more time to work out the game with a higher degree of polish. We sincerely apologize for this delay. Its not the news anyone wanted to hear, but we would rather take our time and make the game as great as it can be than rushing it to release in Fall of 2020.
So when is the new release date in 2021? As of right now we do not have the answer to that as it all depends on how much we can accomplish this year. We will let you know the moment we have a rough idea of when we can complete the game.
Where are we with Firestorm?
Firestorm is certainly coming along well and we are currently in the alpha stage as we playtest new and different game mechanics with actual players to see what works, what doesn't, where things are close, and how maps should be constructed. Firestorm is in it's fourth iteration in it's game design.
The first iteration was a collaboration with the Reborn team back in 2017 as a port. Yeah you heard that correct. This was originally supposed to be a port of Reborn. Over time however we wanted to make it our own. It then evolved into our own version which we briefly described in our first DevTalk referring to it as the "old alpha" which was the second iteration.
The second iteration was the full-scale RTS vision with giant maps, nearly infinite base building capabilities, and tonnes of units on screen. Of course this acted as a massive performance hog on the game engine causing critical stability issues. Although there was a lot of potential in the game design it was a little too overwhelming with too many options and not enough emphasis on the FPS element.
The third iteration was also mentioned in the first DevTalk as the "This is for Renegade X so why not make it like Renegade X". Essentially a "reskin" of Renegade X with smaller maps and a different selection of units. This is what we initially set our Fall 2020 release date for. However this iteration felt like a cop out to us. It immediately didn't feel genuine or fun enough to play. So we knew that we needed to do something different. This is also partially responsible for causing us to delay the game. This iteration would have been easy for us to set up and would have easily made it possible to reach Fall 2020, but it just didn't end up being fun. So we had to start again.
Finally we landed on the fourth and current iteration. In the time since the second iteration we had made new discoveries in optimization and map creation to allow us to be able to create larger maps that remain stable. This allowed us to venture back into the second iteration, however we re-approached the game design from the ground up. This time with a lot more focus and emphasis on the fun-factor as an FPS and less as an RTS. Play testing has really helped us to hone in on both the major issues as well as major wins. Both developers and testers are beginning to more clearly see which way the game needs to go in. Feedback from the testers have been absolutely critical for us to redirect the design to feel more engaging and less of a drag.
Lets talk specifics!
Base building is back!
Unlike our second iteration where buildings could be built almost anywhere, this time it is based around build spots. Players are able to construct a wide number of structures on build slots each with their own benefits and drawbacks.
You may or may not have noticed that all of the buildings seen currently are still using the models from Tiberian Sun Reborn, again because the first iteration was indeed a Reborn port. We are in the process of creating our own structures, and this is also the reason why we were seeking 3d artists. Here's a very early WIP and yes there will be a build animations for each structure!
We're still looking for more 3D Artists to help us create more assets. So if you are interested then please post in this thread
C&C mode + Conquest
Firestorm will be very different from the traditional C&C mode you'll find in the original Renegade and Renegade X. This is a mixture of conquest game mode you'll find in many large scale modern military shooters along with a heavily modified version C&C mode.
The objective is still to destroy the enemy base. Base building and expansion is done via outposts scattered throughout the map. These outposts hold build spots where you can build forward bases to be able to quickly get to the front lines whilst also building up your base.
Much like in the RTS games, you can construct multiple refineries, war factories, barracks/hand of nod, power plants, helipads, base defenses and more! Each one offers different pros and cons. Strategy and planning comes into play.
As you push forward, you can change the buildings at previous outposts to hold more infrastructure related structures such as power plants, refineries and build up more defenses to fortify outposts with less activity. All the while placing war factories and barracks at the frontlines to quickly get advanced units to the front lines.
Income and power management is also much more vital this time around. Credits and Power are both restricted to the number of power plants and refineries you have constructed. Much like the RTS, there is a max limit on credits you can have directly tied to having refineries.
In other words... "Silos needed". Silos and tech building capture points will also be scattered throughout the map that not only increase income but also increase the total credits you can accumulate.
Drivable harvesters will also be making an appearance. If your team is low on funds, get yourself a harvester, and increase the rate of income by harvesting Tiberium.
Power plants will generate an x amount of power, and every structure and base defense will take up a specific amount of power. Destroying a single power plant can potentially cripple the entire team until a new power plant is constructed. Living on the edge of power supply is dangerous, but does mean you can max out the amount of base defenses.
A fundamental problem still exists with snowballing and rounds lasting a very long time. This is where we will be introducing secondary win conditions. Any solution here needs to feel organic and naturally needs to lead to the main objective of wiping out the enemy for a satisfying finish without being base locked for 20 minutes. This will be the next step in our testing to see what would work and what doesn't.
Scope & Levels
As mentioned earlier, we found ways to optimize levels and have massive maps that hold up in multiplayer. Although we're still very much in the experimental phase with maps, we've been having a lot of fun on our much larger sized maps. Here are three maps we've been doing heavy testing on. From top to bottom, we've been testing maps at various different sizes, and layouts to see what works and what doesn't.
This first map was our smallest map, roughly the size of CNC-Outposts. Although visually breathtaking, it's on the side of being a little too small for our needs in Firestorm. Considering Outposts is one of the largest Renegade X maps, this paints the picture of how just different Firestorm will be.
The second map is where things become very interesting. It is roughly just over twice the size of Outpost, but offers a wide variety of gameplay. Allowing for amazing ground and air combat, flanking routes for both burrowing and water capable units to surprise the enemy from any direction.
Finally an experimental mega-sized map. This map is bigger than the entire island of Blackdawn. Yes that's right. This map has been surprising us quite a bit as we originally were pretty skeptical about it being too big. However when it comes to medium to large player counts, this map shines bright. This map truly captured mixed combat in all its glory. Seeing massive dogfights in the sky, to tank battles at outposts, and infantry combat in tighter narrow flanking routes.
These various map size tests have also highlighted the issue of server population. Not all servers will be filled with 64 players. So we're taking steps into designing maps with dynamic scaling. We are going to be designing maps that can be shrunken or expanded to suit either a large, medium, or small set of players.
The goal is that every map would be capable of handling both small and full sized populations. Although this system isn't yet set up, the building blocks to achieving it are. With base building and conquest style outpost capture points. This allows us to dynamically expand and contract the map boundaries, and main bases to suit the population in the server.
Soundtrack
In our recruitment post we mentioned that we were looking for composers to help out. I'm happy to say that we have several composers now working on both original and remake tracks from both Tiberian Sun and Firestorm! Here are a few of the completed tracks! Two remakes, and two originals.
Unlike our previous soundtrack, Firestorm's OST is a lot more focused and captures the grittier atmousphere of Tiberian Sun. The Firestorm soundtrack is already more expansive than our first volume. Volume 1 is already an hour and 10 minutes long. You can find Volume 1 on youtube:
Conclusion
Once again we do sincerely apologize for the delay. We know exactly how much hype there is in our fan base constantly asking us when Firestorm will launch. We hope you are able to forgive us and are understanding of our situation and why we felt we needed to push back the release to next year. We want this game to be successful, and we cannot do that if we rush it.
On a different note, we hope you guys enjoyed this massive update. Let us know if you want more updates like this? It's a bit of an old fashioned media update that we used to do long ago. DevTalk will be continuing, and the 3rd episode is taking longer than usual since we're having a hard time with our individual schedules to find time to record it. So hopefully this update fills in for the delay in episode 3.
Thank you all for being the coolest community ever! We can't wait to show you more, and we can't wait to get this in your hands. See you guys next time!
Havoc89
Totem Arts Lead- 14
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As of today September 30th 2020, Renegade X's first public release way back on the UT3 mod version was released back in 2009.
We've come a very very long way since the old days.
Thank you all for sticking around and supporting us for over a decade! We cant wait to show you more!
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I'm not surprised that Islands is currently the highest voted map. Its always great fun.
@Xtractor you know you could have made a poll right? Would be a lot easier to see the stats that way.
As for my list, this is a tough one...
1) Islands (Yeah... me too. Never a boring match)
2) Reservoir (Low-key one of the best maps. Very consistently fun to play)
3) Tunnels (Under rated map imo, I have fun every time in this map. Its just too bad it crashes for people a lot)
4) Outposts (One of the few maps that encapsulates the entire sandbox with mixed combat very well)
5) Goldrush (Never know with this one. Can go either way from either sides of the map)- 1
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On 8/18/2020 at 1:35 PM, Mystic~ said:
Somebody from the Totem Arts dev team might like to try reaching out to this guy? I stumbled across him on twitter/youtube. He's a gaming design student with quite a lot of UE experience from what his site says, but I don't know if he's available or actively looking for another project or not.
@Havoc89
https://twitter.com/JakoMako51
https://www.artstation.com/artwork/xzNWQW
https://jacopocolangelo.com/resumeHas this individual expressed any interest?
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Hello,
Ruling in this case is pretty simple. If the project is in active development, then its a no. If its an older project that isn't actively being worked on, then that is a different story.
I know its easy to rip out our assets, however that doesn't mean one should. You have to understand that our assets aren't released or available to the public as source files. These are compiled and compressed assets for the engine that are being extracted out. Yes it is also inevitable that someone will do just that and take things out without asking. It's happened before and will very likely happen again. There were also cases in the past where individuals have "modified" ripped out assets and tried to profit off of those. Granted this is the worse case scenario but it has happened in the past. Things can very quickly spiral out of control as a result.
I understand that you do not wish to sell anything however these are assets built specifically for a project that is still very much in development. To see them being used outside of this project before the project's completion can be harmful to the relationship between the project and the authors of said assets as they often end up becoming distrusting of the project and can cause issues with artists leaving or even worse not allowing use of their work.
We are certainly humbled that people are inspired by our work and wish to use what we've done and build on top of it. However we ask that you also please respect the hard work by each developer and artist that spend hours if not days into creating every single asset. After we're done with the project that is when we're likely to allow the public to use them. We are wrapping up Renegade X pretty soon so until then we kindly ask that you do not use our assets in other projects. What you chose to do for your own use is up to you, however when it comes to anything visible to the public then that is where we draw the line.
I've had my own personal and project specific work stolen on several occasions, and it sucks when that happens. I'd like to protect the work of the many artists and developers that have contributed to this project. I hope you can understand why in this case the answer is no.
Regards,
Havoc89- 3
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Valiant is potentially another track that is a remix of an existing music track. However we've never had any claims for that track in particular. Its based off of "Evenesences Eternal"
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My old desktop had an evga gtx 1080ti and a ryzen 7 1800x. I had very very rarely dipped below 60fps with all my settings at the highest possible settings. I used to play in 64 bit all the time without that runtime command.
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UE4 eh? we should chat sometime
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There definitely is a lot of frustration in Renegade X. We briefly discussed addressing this specifically for Firestorm in the DevTalk. Most players prefer to play the classic remake maps over new ones that aren't as claustrophobic in their layout even though a lot of the non-remake maps do address choke points and base locking specifically. This is something we've struggled with in the base RenX game partially because at it's core it is a remake of the original game. There is a charm to keeping things somewhat similar to the original game, and deviating too much will take away from that charm and nostalgia. There is a balance that we have to find, that respects the original game, but also addressing major issues from the original game.
A lot of this is being addressed in Firestorm simply because its not a remake and we have the freedom to explore and alter things. Claustrophobic choke points, and isolated infantry or vehicle only areas are things we generally want to remove from the map design. Instead create a more balanced mixed combat setup along with key areas to help create points of contention to help make more of a tug of war style of play.
As per veterancy, that was introduced to help limit insanely long games that last way too long to help bring them to an end. This is another aspect that feels like its a necessary element to address 1.5h+ maps which was a huge problem before it was introduced. It is at the end of the day a bandaid fix for the core gameplay issues. Whether this system or something like it will be in Firestorm is another discussion we're having internally. With Firestorm we want to specifically address the core issues in a more robust manner.
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While we're on the subject, and since we're being very transparent. Here is some extra old footage that pre-dates our already old alpha test footage that you saw in the DevTalk video. Some of this footage is over a year old.
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Let's talk about Firestorm, DevTalk #1 is here! We show off old pre-alpha footage, talk about evolving Renegade's C&C Mode, and the challenges of bringing Tiberian Sun to FPS
Stay tuned for more updates!
https://renegade-x.com/
https://www.facebook.com/RenXFirestorm
https://renegade-x.com/discord- 10
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Big day today!
As of today the Remasters of Tiberian Dawn and Red Alert 1 are now available for all! If you haven't gotten your copy, head on over to steam or origin and help support this game!
http://www.commandandconquer.com/
Welcome back commanders!
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Since the average time for a single round is fairly high, its under stable that some people have to leave mid match. There are also a few very high and very low skilled players in this small community. On top of that role diversity is a very broad scope in C&C mode, so any player of any skill range can end up having varied amounts of contributions in each map depending on how they wish to play that day or that round.
So I guess my question to you guy is, would you guys be okay with not being able to change teams manually and potentially moving over to the losing team mid or even late game? The last time players were prevented from changing teams it was met with a fair amount of frustration, and it will be again if the auto balancer is more aggressive.
You may be the top 5 player on your team who's winning, and suddenly get swap over to the losing team. This is obviously the worse case scenario since you would have had to put a lot of effort into bringing your team to a winning scenario and now you're forced to be on the losing team. But the upside is that in theory teams can be more evenly balanced. Again, worse case scenario. Are you all prepared for such a thing?
I also need to point out that there is a miss conception of what MMR is. It is definitely not a magic number that is 100% representative, but rather an estimation. As mentioned before, because the role diversity is very broad it allows anyone to be in a varying degrees of effectiveness. Some one with a very high MMR can be killing it one game, and the next game be chilling as a repair/defensive player.
So before anyone says that auto balance on start up can solve the team balance. I need you guys to understand why it alone cannot solve the entire problem. Start up balance can provide a decent base. But players changing their play styles can throw it out of sync, and thus a more aggressive mid game MMR would need to be employed. I'm not talking about micro-details but more broad scope macro concept. When it comes to details, everyone will have varying opinions.
So once again, are you guys prepare for such a system where you are not allowed to swap teams as freely as you'd like. And are you prepared for such a system that adapts mid game to reshuffle and re-balance the teams with as little or as many players as the system requires to make things fair?
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Surrender sucks
in Renegade X
Posted
Surrendering has it's place, but it is certainly being overused. I'd recommend some kind of a minimum requirement to address the issue. The issue at it's core is that surrendering is triggered when there are still clear opportunities to come out with a win.
So with min requirements I'd suggest something like 50% of the buildings vs the enemy team's still functional buildings. I would also suggest a delay to surrender vote after a building dies. Give it like 5 mins before anyone is allowed to surrender. This way its not just a case of someone insta-triggering the vote after a building is lost.
The game has plenty of opportunities to fight back. What kills the team is when moral dips. Usually when one person triggers a surrender vote that doesn't pass, it can have a noticeable impact on team moral when people think to them selves, "Oh well I saw X number of team members voting yes so I guess all of those players are basically not playing anymore."
The surrender vote should also have like an alarm sound go off in the final few seconds of the vote so that players that dont notice the vote UI will have some other indication of the vote about to end. It should encourage more team members to vote rather than seeing people surprised after vote is passed and some people asking "what just happened?"