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Ruud033

Former Developers
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Everything posted by Ruud033

  1. Man,, great job once again! I really REALLY like the Arctic Stronghold game there, it is EXACTLY how I imagined it to be.. beautiful ! Kudos!
  2. Hi all, I thought it'd be time to post this, @Schmitzenbergh and me are working on a new map for quite some time already called CNC-Storm. I'm hearing you thinking; Why 'Storm' ? Well.. thats because we'd like to implement a dynamic weather system into this map where a storm comes by every now and then. That is still work in progress, but first we need to finish off the base-map. Screenshots below, further info; The map is based upon a noon-style lighting, it's located within the mountains. The main reason GDI and Nod are here because it's a long range radar outpost along with a hydrodam. The map is non-flying It's got a bridge in the center, spanning a large cliff It's quite a big map, similair in size to lakeside / mesa II The radar tower domes are new and made by myself We're not really sure on how the gameplay on this will work out, especially since there are a lot of places where you can have long range bombardements. We'd like you guys to test this map in the future (when it's not ready yet) to gameplay test it and give us feedback so we can adjust the map so it works out better for RenX. Remember; the map is still WIP, my estimation would be that it is 70% done. Map overview GDI base Nod base Middle piece Radar dome Bridge view 1 out of 2 silos. So post your thoughts here, we're particularity interested in how the gameplay will be in this map since it is very open. (Maybe to open). We'll see.
  3. This is fixed. Rest of your items were not touched. Not worth fixing / touching.
  4. @henk, just set collision to those pebbles, default mesh has no collision
  5. Fixed most important stuff, left some of the minor stuff... thats due to a bad collision mesh on the rock mesh. Manually fixing that with blocking volumes takes forever.
  6. K fixed all, thanks! There were some good findings in here, especially your last one Good feedback, well done. Kudo's for you sir.
  7. You forgot to mention that the minimap needs an update.
  8. Hey, this sounds like an issue with firewalls and anti virus stuff. Did you test several scenarios with disabling both already? Sounds like the actual connection gets refused between your server and your client
  9. It is called a growth accelerator in English yes if this thing would be implemented I'd place it in every red zone map(which would be awesome) maybe someone with modeling skills can make this? You should ask around!
  10. The collision is there because you have a large rock scale. Best fix is to remove collision from the rocks and use block volumes
  11. I don't quite understand the reason for posting this.. I mean, I told you how you can get rid of these 'blocks' (they're fog but just very dense, so they seem to be blocks) Pressing F toggles the 'show fog' in the editor Futher explanation is in my top post.. Are you able to continue now or not?
  12. Hey people, I've seen a lot of good maps already made by the community and a tonne of cool idea's. I often get the question what makes a good map in terms of gameplay (as the aesthetics can always be polished). I hope to give an answer to that by writing this forum post. I often see people starting with a really cool idea and immediately jumping into action by designing the level the way they have it inside of their heads inside the editor straight from the beginning. This is a thing I also did when I first started, but looking a back on how I did things, I should've done things differently, there are many improvements. I think it's better to have a solid plan for multiplayer gameplay functionality at first, so you can work out the aesthetics later on. As said before, I see many people working on the aesthetics of a map straight away, but most of the times this isn't really an efficient strategy. This is because when you have to change something around, you have to change a tonne of details which are very time consuming. In the very base of a multiplayer gameplay map I think its good to think about the objectives at first and the choke points. The PDF in the attachment here helps me explain a lot I can never write down myself here. Once you have done a basic layout of the map the way you want it to be, you can choose where to do what in terms of aesthetics. The most important thing here is that your map 'works' at first, so the details become less important. I'd highly recommend you read this before you start your own level because it'll give you a bit more grip on the gameplay and the way you design the paths. After you've read the PDF in the attachment, I'd also recommend to take a look at these sources: Work out your idea's, determine the atmosphere and scene; https://gamedevelopment.tutsplus.com/tutorials/a-beginners-guide-to-designing-video-game-levels--cms-25662 http://worldofleveldesign.com/categories/level_design_tutorials/how-to-plan-level-designs-game-environments-workflow.php Paths design, objective placement and distance; (this is mainly for singleplayer due to it's focus on lineair path design but you'll get the point) http://www.chaoticstupid.com/trinity-8-paths/ Objectives in RenX can for example be; A nice camping spot where you can MRLS / Arty pound the base (whiteout hill for ex) A tiberium silo A communications center A custom tech building Keep in mind that these are only examples, as the PDF in the attachment will say, it's best to have an objective with a function and after completing it's function (or after capturing) it should (almost) never be useful to say in. Arctic Stronghold was designed with these documents in mind, compared to the other maps it is a relatively new map but worked out really well from the start (compared to others which have +- 8 years of iteration behind them already) It's just an example of how things can turn out. I hope you can do something with this knowledge. Edit; Keep in mind that this sort of grabs the core essence of it all. There are far better books and advanced guidelines available (often you'd have to pay for them) but this is to get most community members in the proper direction. Multiplayer-Level-Design.pdf Kind regards, Ruud Edit2; For the users who are interested in the more advanced stuff; http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/ http://www.hourences.com/my-2016-releasing-all-of-my-content-for-free/
  13. Hello fellow community members and map designers, I thought I'd share this with you. This is an advanced audio tutorial (see PDF) which helped me a lot with understanding and developing the sound environment in maps. I hope it'll help you with the stuff you're doing. It's quite something. As sound always gives the complete immersive experience, I'd highly recommend you read this Kind regards, Ruud The_game_Audio_Tutorial.pdf
  14. The fog can be created in 3 different ways and thus selectable in 3 different ways; The fog is an exponential height volume, turn off by pressing F (or select the eagle head and turn it off there) The fog is a fog actor, turn off by pressing F (or select the eagle head and turn it off there) The fog is a 'fog material' applied to a static mesh, turn off by: Going to the view tab Make sure 'select transparency' is on Fly towards the fog you wish to turn off in perspective mode Select the fog Hide the selected actor in view by either temporary deleting or preferably just use 'hide in view' Thats it. Good luck p.s. make sure the unwanted 'fog' you're talking about is not an emitter (just a tip) because then you'd have to hide the emitter
  15. The map overview res has nothing to do with this it is being scaled by the map extent. Might be a bug in here somewhere. @yosh56 will have to look at that. Meanwhile, you could try experimenting with a slightly bigger map extent (and shrink the 'main' minimap in Ps a bit), I'd try somewhere near 37 - 40K
  16. My best guess is that you had used materials which were inside a map (lets call it map A) file (.udk) at first, which can not be loaded from within map B. If you're using the package (the .upk) you should be good because that's reference able. Best would be to have your own package since you want to create your own MIC's / MAT's anyway. If you have your own package, you can copy over stuff you need from other maps and tweak that inside your own package.
  17. Looks good there! Here's a sound file which I've wanted to use for CS at first, but never got trough, maybe you can do something with it; https://1drv.ms/u/s!AgXyJp7Cq5MzjN4hNsyptXdOd-8stQ Good luck Remember to cull those 'dead' trees since they contain a tonne of polygons per piece. I definitely like the atmosphere in this map!
  18. Aha, yes this might be an issue. Didnt think of this before. I think this is because you probably have aligned them to different grids (2, 4, 8?)
  19. Hey I just downloaded this today and it looks really good ! It's a nice addition to the game and developers to quickly build stuff so really good job there! I took a look at some particular actors, especially the ones with kismet since they can cause some struggle on multiplayer ( trust me, i know all about it ) So here's some feedback your awesome stuff; 1. The gate kismet 2. The searchlight That's about it! Keep building more of these assets and it'll really profit the game.
  20. Did you check the physical material in the landscape layers via the layer edit?
  21. http://www.indiedb.com/groups/2016-indie-of-the-year-awards/top100 Vote for Renegade-X under "Tactical Shooter" !
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