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kenz3001

Totem Arts Staff
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Everything posted by kenz3001

  1. easy fix but will take a long time to rebuild lights ... will do it when i have the time
  2. an image of where and what is good
  3. if i knew this orca thing on lake side i might fix it
  4. custom maps wont be an issue soon with the new launcher
  5. beach head is far from done
  6. "yer its fine to use my assets" nice to be asked !
  7. the powerplant makes maps with defences berible to play making defensece have a low power attack will just make decence maps even more shity the main reason feild ild plays so crappy is that it dont have a powerplant and that the powerplant isnt in an easy place to hit only thing that should be changed is the cool down on the ob back to what it used to be back in beta 2? /cnc ren
  8. remove ob / agt all problems solved no more bitching about field plays like shit... or add a pp thats easy to hit... im not doing it im doing enuff mapping right now... if you think you can fix it carry on some one took time to do goldrush... field should be the next community project
  9. think we need a community map bug list
  10. i have it all recorded (we were seen) i got out an apc when we noticed the blockade and use the tunnels
  11. Thanks already have tested it on a local server .. but the mp stuff is a bit harder to do with out others lol
  12. No, just Skirmish... well 1.3.2 should work online and skirmish now
  13. sorry for all the updates to day i want to get a good working version for testing 1.3.2 http://www.mediafire.com/download/viq9z ... V1.3.2.rar -fixed landscape around Bar -fixed spawning issues with helipads now spawns correct number and team
  14. hmmm i tested al the kismit but some how the trigger counts got reverted back to 1 and landscape shaping is always an issue
  15. 1.3.1 PT fixed http://www.mediafire.com/download/hfob0 ... V1.3.1.rar
  16. i know what caused the pt's to slap you to the pt level and ive fixed it ... ill upload 1.3.1 soon
  17. did you test it on a server ?
  18. no clue lol
  19. Beach Head v1.3 http://www.mediafire.com/download/mo099 ... d+V1.3.rar - added soft world bounders around the entire map - added out of map post processing volumes - removed the PT kismet and applied settings via properties box's - added tib lens flares to tib fields - made the wet sand look more "wet" - added new sounds to helipad kismet (should only play to client) - added a new check for helipad (must have silo to gain air units) - made all pt triggers client side only (unsure if servers will see air unit vehicle spawns) - fixed lost materials on foliage trees - added flowers to landscape (so pretty) - added vehicle blocking volumes to infantry only paths - change the sky material - played with the fog make it look a bit better - optimized the map a little bit more (Beach Head needs online testing for kismet and PT properties)
  20. edit ^^
  21. looks like you had a brush and then clicked Ctrl+A what you have there is CSG just slap a build brush box around it and and hit the subtract button on the left side or you can "drag box " select the csg and you should get a blue / yellow box and you can then select "this class" to delete them all like you would a mesh
  22. looking good but you need to use the MIC i shown you to get those textures scaled down
  23. ok so some things were intended and others not ... a new version of the map is being worked on but right now its at the discretion of the server host vehicles are not meant to be on the outcrops ether side of the bases going out the map and back in is intended and as such new paths can be made (at your own risk) i dont see walls as the biggest problem when it comes to the soft boundary's there are far worse things in some of the other maps that not many people have found yet (again being fixed)
  24. blocking volumes can fix just about anything but in this case nope they cant i have idea on how to fix it with out messing the map up too much .. just need time to do it
  25. this was a fun map in old ren ... looking forward to playing thins in RenX
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