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HappyConscript

Former Developers
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Posts posted by HappyConscript

  1. On 12/20/2016 at 5:43 PM, DarkSn4ke said:

    Well, I forgot this Ion glitch:

    d62c218dcd1341e78260b809cbd3fb65.pngWith SAM still intact Ions vanish and Nod can't disarm them.

    @HappyConscript Well, as you seem to be inactive regarding Map-fixing / game development I'd like to know who got your permission to fix your maps?

    All the glitches posted here are used ingame. So either the "extra" infiltration paths should get officially legal [by removing soft border and adding some extra collisions to limit the map..] or they just need a fix... I really hope someone fixes Whiteout until the new patch gets released... Maybe one of these two have the permission to modify @HappyConscript's maps [if not: sorry for the SPAM :D]: @Ruud033 @kenz3001

    Regards,

    Sn4ke

    Hey there Sn4ke,

    Other members of the RenX team are tasked with the upkeep of my maps, as well as any developed by past team members.

    Thanks,

    Evan.

  2. Quote

    As I see this, I doubt he could care less..

    Hello Illumzar,

    I am sorry, but no-one has my permission to modify or release any of my maps without my permission (barring a select few members on the Renegade: X development team).

    My maps are as follows:

    • CNC-Whiteout
    • CNC-Complex
    • CNC-Daybreak
    • CNC-Valley
    • CNC-Ash

    I appreciate the enthusiasm, but much of my Renegade X work is featured in my portfolio and I am uncomfortable with anyone else presenting it outside of an official capacity.

    The reason for CNC-Ash's not being released was Valley's lack of popularity. Unfortunately it seems as though people approached that map with a more competitive mindset, whereas I had designed it as a fun experiment. Ash was designed in a similar vein as a map which was fun to me, but did not necessarily fit within the confines of what works within the game or its community.

    Thanks,

    Evan.

    • Like 1
  3. It seems like you also adjusted the desaturation of CNC-Dawn to create such a desolated effect...

    The Tiberium swimming pool, I'm gonna go buy Chem Trooper and jump in. CANNONBAAAAALL

    I did much more than just de-saturate the map through post process (that would be the easy way :P ). I did a fair amount of shader and lighting work as well.

    As for the Tib ponds; well. . .they instantly kill you when you jump in haha.

  4. Hey everyone,

    CNC-Ash is both an evolution of CNC-Dawn (which you may remember from a previous work-in-progress post) and will consequently replace that map. Here is a list of the most notable changes:

    -Complete visual overhaul

    -Redesigned map center

    -Slight modifications to GDI and NOD bases

    -Slight adjustments to AI pathing

    -Fixed purchase menu issues

    -Addition of pickup crates

    -Addition of silo credit tick updates

    -Addition of extra cover in lower desert area

    -Optimization pass

    And now, some pictures:

    Ta5ogr2.jpg

    s4AMIHu.jpg

    CF53GSq.jpg

    zl6GJqQ.jpg

    VOzhhkv.jpg

    4ZczGk1.jpg

    7o8MCO5.jpg

    The map is nearing completion; and I am hopeful it will be ready for testing soon :)

  5. 5 credits per tick is a 400% increase. That's probably going to end up being too much. The inner silos lose some of their value now with the base one being so high.

    This level is already kind of stalematey, why did you opt to add automated defenses?

    @Credit Tick: I figured I might as well aim a little bit higher than just double and see how people respond. I will balance from there.

    @Automatic Defenses: One of the larger problems which became evident was the inherent advantage NoD had on the map due to SBH. Additionally, the Power Plants were easily dispatched which rendered teams severely handicapped with the already low income.

    The automatic defenses are placed in front of the power plants, respectively, in an attempt to knock out two birds with one stone. Assuming it works out, all is well; if not, than it shall be balanced some more :)

  6. Hey everyone,

    My apologies for not being more responsive, as I have a limited amount of free time.

    Regardless, a variety of updates have been made to Valley for the next release.

    The more noticeable updates would be:

    -Increased credit tick (5 for base silos; 2 for inner map silos)

    -Crate pickups throughout map (6)

    -Automated defenses (1 for each team)

    -Additional flares (to light up a few darker spots)

    -Adjustment to character silhouettes to make them easier to see

    -Adjustment to a few paths for easier transition

    -Adjustment to mini-map for improved visibility

    Hopefully these all work out pretty well; keep the feedback coming when the update hits :)

  7. The two biggest changes I am currently thinking about are:

    --Additional credit tick rate per silo

    --Additional silo on the upper lake path; splitting it between two silos

    Regarding team-work on map pacing: the map is designed to have a heavy emphasis on teamwork as well as a slower pace with a more intensive resource management element. I would agree it might be a bit to slow paced at the moment, but I am concerned of increasing the pace so much so that the map becomes a disorientating brawl of high cost characters.

    I would also like to mention that I explicitly left automated base defenses out of the map for good reason. They would indeed perpetuate stalemates, especially considering the longer lines of sight in Valley. By comparison, my upcoming Infantry-Only map: Dawn

    (see here: http://renegade-x.com/forums/viewtopic.php?f=135&p=153259#p153259)

    utilizes two automated base defenses for each base. This setup works better on this map due to much more varied, and smaller lines of sight as well as a greater number of base entrances.

    Finally, the notion of adding weapon pickups to the map is interesting to me and I may consider that.

    Once again, thank-you for the feedback everyone. Much appreciated!

  8. Here are some new pictures.

    yAHYTxV.jpg

    NBw5FYg.jpg

    DpDpZYn.jpg

    tQBAeHB.jpg

    uLXENL4.jpg

    One important thing to note about this map, is that each base (for now) as two light defenses. This is a pretty drastic change compared to Valley and its lack of defenses. Their incorporation is an interesting twist, and it is something I am still messing with.

  9. Hey everyone,

    It would be very helpful to me if everyone could post their feedback for Valley here. This includes bugs, as well as balance suggestions.

    An important suggestion I have already received is to increase the credit tick of the silos. While I cannot directly adjust this, I have brought the issue up with the team and hopefully we can incorporate a solution.

    Finally, regarding a different suggestion, the map is meant to be played with a full game of 32-40 players; it is supposed to be large.

    Thank-you everyone :)

  10. Hey everyone,

    Given that I have had a good amount of free time this week, I decided that I would work on developing a new infantry only map so that my other one (CNC-Valley; which will be released soon), might have a buddy.

    Enjoy this game-play music video for CNC-Dawn :)

    JTdT1bf.jpg

    Thanks everyone!

  11. UPDATE:

    I've been working on a lighting and color overhaul for the map. In order to introduce some more contrast and improve visibility, I've shifted the time of day to something akin to dust. There are some other additions and changes as well; regardless, here are some new work-in-progress pictures:

    MtmLAeI.png

    066CFi3.png

    Odu0n63.png

    fgDetyh.png

    AttNEsW.png

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