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MajesticSausage

Phase 5 Beta Testers
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Posts posted by MajesticSausage

  1. I've been working away for the past year on a short VR puzzle/narrative thing. Doing some pretty fin stuff with fractals.

    People in discord might have heard me mention it a few times before, it's also the reason I've not be working more on the Tiberian Sun War Factory. Anyway here's the trailer enjoy:

     

     

    • Like 5
    • Thanks 1
  2. We should replace the rocket firing sound with "Looks like the situation is under control." And turn it up so the whole server can hear it.

     

    Thank you for coming to my TED talk.

    • Thanks 1
    • Haha 2
  3. Just now, roweboat said:

    I think a much more productive conversation should involve questioning WHY

     

    Why does a STEALTH unit, a LITERAL INVISIBLE UNIT, not have the ability to STEALTH KILL other units from behind?

     

    Give SBH a bowie knife, he wants one so badly.

    Only if the assassination can be completed with a quick time event. I want to dust my dance mat off.

    • Haha 2
  4. ARGH THE FORUM WENT A LITTLE MAD.... Sorry for the spam it's not my fault

    *Original Message*

    Unpopular opinions you say?

    Field X is a better version of Field. It's not perfect by any means but it is better. GDI win 55-60% on field X Nod win 60-65% Field. 

    Whiteout is a better version of Hourglass. I've waxed lyrical about that map before. But it's a far better layout, the central point is lots of fun to play around with flow between the two side paths and games rarely get super campy. I find it odd that we don't play it more often.

    Canyon should be deprecated. Whoever built it did a great job faithfully recreating it, but it doesn't play well in modern RenX. The vast majority of the time Nod win with a crushing defeat, sitting safely in their base shelling GDI's entrance. If GDI do get a rare win it's because of a long gruelling grind that isn't much fun. The base layout for GDI is also bonkers, making it hard for team mates to respond to emergencies in buildings and giving SBH tons of routes and hidey holes to infiltrate with.

    I don't think Stealth units are the all powerful OP boogey-men that some people in the community claim they are, they take skill to use well.

    That said I feel like it would be interesting to add some sort of class ability to GDI to add options for countering them rather than just having an APC drive around base spy checking. I dunno if that's sensor sweeps or tracking abilities that can give a ping to say "A stealth unit is near by" or something. I'm not saying this HAS TO BE ADDED TO THE GAME OMG ITS SO UNFAIR. I'm just saying that would be an interesting discussion.

    GDI should get a specialized unit of some sort. I get they they are meant to be the "Conventional" warfare team, but it always feels slightly disappointing to be on GDI when Nod have all the fun units. I also think there is a gameplay case to be had for the addition. Nod specialize in infiltration and approaching the problem of base destruction in an interesting way. It'd be cool to give GDI a similar incentive to nudge them slightly away from being totally rush reliant. Maybe a character with jump jets or something to open up new ways to attack Nods base, just spitballing here.

    • Like 2
    • Confused 1
  5. 12 hours ago, Havoc89 said:

    Looks good. Seems a bit big. Like 2-3 hand of nod. Also take into consideration renx map sizes plus vehicle sizes. I'd recommend making the building as small as possible. GDI WF as a good example. The bay just fits a mammoth tank.

    Yeah I know what you mean It's been tricky trying to get the size down but you're right I think I can make some economies around the vehicle bay.

  6. 17 hours ago, Mystic~ said:

    Just add a ladder. 😄 ...but seriously, if aircraft and infantry drop on top, how are Nod going to be able to disarm beacons? I can't be fair to let Nod do this, but not let GDI do the same.

    Thanks for doing a video, bet you could have some good internal fights in there, would be great if there were more buildings that had something more than just a single room with an MCT terminal. I'm guessing now all those large amber/red lights are because you have the model on top of the runway? Could place a key internal light in your design that flashes to suggest keep clear, pending tank build and you'll be crushed if it's anything like the GDI war factory.

    Yeah, well I was going to do a flying version like the existing building but I'll haave a think about it.

    That's a good idea about the warning light.

  7. Thanks every one the response has been really positive!

    I've been playing around with the collision mesh. Because of the slightly more organic design or the building it's proving a bit trickier than just using simple box colliders so I've been playing around with a convex hull decomposer plug-in and some manual tweaking.

    It's coming along fairly well but I think I can simplify the collision mesh a hell of a lot more (I might just use the plug-in for the exterior and manually do the interior with more basic boxes) and there's an issue with the front of the WF being claimable by infantry.

    • Like 2
  8. 3 hours ago, roweboat said:

    Did locking/unlocking make the icon appear? I noticed it flash on screen for a moment then is invisible and then appears randomly.

    Yup

    2 hours ago, Handepsilon said:

    Ah, I see. it's related to the passenger list bug

    Does this happen to non-multiweapon tanks btw? Could be related

    I don't think it does but I will check

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